<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.
DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.
Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.
Before submitting, make sure your changes aligns with these principles.
-->
## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Incorrect var types when I refactored away from SQL lookup.
## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->
<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
## 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**)
- Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)
- Does this change add new decision branches or increase maintenance
complexity?
- - [x] No
- - [ ] Yes (**explain below**)
## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->
## 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
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.
DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.
Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.
Before submitting, make sure your changes aligns with these principles.
-->
## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Bot locations were not correctly registered, so they werent picking it
as often as they should.
In part related to #2369
## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->
<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
## 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?
- - [ ] No, not at all
- - [ ] Minimal impact (**explain below**)
- - [ ] Moderate impact (**explain below**)
- Does this change modify default bot behavior?
- - [ ] No
- - [ ] Yes (**explain why**)
- Does this change add new decision branches or increase maintenance
complexity?
- - [ ] No
- - [ ] Yes (**explain below**)
## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->
## Final Checklist
- - [ ] Stability is not compromised.
- - [ ] Performance impact is understood, tested, and acceptable.
- - [ ] Added logic complexity is justified and explained.
- - [ ] Any new bot dialogue lines are translated.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.
DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.
Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.
Before submitting, make sure your changes aligns with these principles.
-->
## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Adds the commands `co !` and `nc !`, which would reset either the combat
or non-combat strategies of a follower bot, without affecting the other
strategies or any other values.
Also ChangeStrategyAction.cpp was refactored for duplicate code by
introducing the helper function `HandleStrategyCommon`, that gets called
by `ChangeCombatStrategyAction` and `ChangeNonCombatStrategyAction`
## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->
<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
`reset botAI` already resets strategies back to default, but it resets
ALL strategies and wipes values such as formations, stances, and
everything else under the `value` key in playerbots_db_store>value. The
new commands don't run across many bots, only on the bot the command is
run on.
## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
1. Run either `co ?` and `nc ?` to see current list of combat and
non-combat strategies the bot has.
2. Add and remove strategies to both `co` and `nc`.
3. Confirm your changes with `co ?` and `nc ?`.
4. Run `co !` only.
5. Run `co ?` to confirm combat strategies have been reset to default,
and `nc ?` to confirm it has not been affected. Then run `nc !` to reset
it as well.
6. Do another test [inside an
instance](https://github.com/mod-playerbots/mod-playerbots/wiki/Playerbot-Commands#raid-specific-strategies).
Remove a bunch of `nc` strategies, including the strategy for the raid
itself.
7. Run `nc !` and check that the defaults have been reset, but that the
instance strategy has been re-added as well.
## 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**)
- Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)
- Does this change add new decision branches or increase maintenance
complexity?
- - [ ] No
- - [x] Yes (**explain below**)
Technically it adds a new case to ChangeCombatStrategyAction, but it's
straightforward.
## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
Review only in case I was missing something, and then to easily refactor
duplicate code with HandleStrategyCommon.
<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->
## 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
<!-- Anything else that's helpful to review or test your pull request.
-->
[Commands
wiki](https://github.com/mod-playerbots/mod-playerbots/wiki/Playerbot-Commands#strategies)
need to be modified to read:
---
You can query the bot to report what strategies are currently being
used:
```
co ?
nc ?
```
You can reset either of the bot's strategies back to defaults:
```
co !
nc !
```
---
Tangentially I also recommend [this
section](https://github.com/mod-playerbots/mod-playerbots/wiki/Playerbot-Commands#non-combat-strategies)
to be edit to this for more accuracy:
---
General
strategy | description
:---|:---
``food`` | enable bot's ability to eat/drink
``pvp`` | enable bot's ability to engage in PVP combat. Note: PVP mode
wouldn't appear active until the bot starts combat
``loot`` | enable bot's ability to loot. Note: adding or removing that
strategy for randombots requires GM level
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.
DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.
Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.
Before submitting, make sure your changes aligns with these principles.
-->
## Pull Request Description
The previous logic contained two contradictory guards back-to-back:
```
// First check: passes only if IsRealPlayer() == true
if (!leader || !GET_PLAYERBOT_AI(leader) || !GET_PLAYERBOT_AI(leader)->IsRealPlayer())
return false;
// Second check: returns false if IsRealPlayer() == true
PlayerbotAI* leaderBotAI = GET_PLAYERBOT_AI(leader);
if (!leaderBotAI || leaderBotAI->IsRealPlayer())
return false;
```
The first guard (due to the erroneous `!` before `IsRealPlayer()`) only
passes when the leader **is** a real player. The second guard then
immediately returns `false` for the same reason, making the function
incapable of ever returning `true`.
## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->
<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
## 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**)
- Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)
- Does this change add new decision branches or increase maintenance
complexity?
- - [x] No
- - [ ] Yes (**explain below**)
## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->
## 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
<!-- Anything else that's helpful to review or test your pull request.
-->