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7 Commits
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240bb2dfca
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Autogear suffixes (#2415)
<!-- 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 Suffix scoring was already wired up in playerbots, bots could evaluate suffix items they owned, but factory init scored candidates with randomPropertyId = 0 and equipped via EquipNewItem which doesn't roll suffixes, so suffix items always looked like junk and never got picked. Added a cached item_enchantment_template pool in RandomItemMgr, a PickBestRandomPropertyId helper that picks the best suffix per bot class/spec, and added it on the equipped item via SetItemRandomProperties. Tested levels 20-80, suffixes match spec. Closes #2370. ## 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. For items with RandomProperty != 0 or RandomSuffix != 0, run the item_enchantment_template pool once, score each candidate suffix against the bot's existing class/spec stat weights, keep the highest, and stamp that id on the item right after EquipNewItem. Items without a suffix pool skip the helper entirely. Without this, every suffix template scores as base stats only (often near zero) and never gets picked during factory init. - Describe the **processing cost** when this logic executes across many bots. Startup: one SELECT entry, ench FROM item_enchantment_template (few hundred rows), parsed into an unordered_map<uint32, vector<uint32>> once. No SQL afterwards. Per bot during init: PickBestRandomPropertyId only runs on candidates that actually have a suffix pool. Each call is a hash lookup plus a loop over 5-15 enchantment ids, each doing DBC lookups already used by the scoring code. Cost is mostly by the existing CalculateRandomProperty work, not new logic. Scales linearly with bot count, same as the rest of factory init. No new per-tick work. ## How to Test the Changes 1. Generate a fresh random bot at level 20-79 and use autogear (cloth, leather, mail, plate, lots of suffix gear at that range). 2. Inspect the bot's gear. Items with names like "of the Eagle", "of the Monkey", "of Healing", etc... should be equipped, with the suffix stats visible on the tooltip. 3. Generate a level 80 bot at high gear-score limit. Confirm it still equips raid epics normally (epics have no suffix pool, so this path is untouched). ## 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? - - [ ] No - - [x] Yes (**explain why**) Bots now consider random-suffix items during factory init and equip them with the best suffix for their class/spec. Before, suffix items were effectively invisible to init autogear because they scored as base stats only. This is the intended fix for #2370. - Does this change add new decision branches or increase maintenance complexity? - - [ ] No - - [x] Yes (**explain below**) Added one new public method on StatsWeightCalculator (PickBestRandomPropertyId) and one new cache in RandomItemMgr (LoadEnchantmentPool + GetEnchantmentPool). The candidate list in InitEquipment changed from vector<uint32> to vector<pair<uint32, int32>> to carry the chosen suffix id alongside the item id. Logic mirrors existing patterns in the same files (DBC lookups, SQL-backed caches, signed randomPropertyId encoding), no new abstractions, no new wrappers. ## 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**) Used AI to help me find the bug. It mapped the existing scoring pipeline and pointed out that PlayerbotFactory::InitEquipment was scoring candidates with randomPropertyId = 0 and equipping via EquipNewItem (which doesn't roll suffixes), so the scoring side was already built, just never fed real suffix ids during init. I reviewed and tested all the code in-game across levels 20-80 and multiple classes/specs. <!-- 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. --> --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> Co-authored-by: bash <hermensb@gmail.com> Co-authored-by: Revision <tkn963@gmail.com> Co-authored-by: kadeshar <kadeshar@gmail.com> |
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439293e100
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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>
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d1cac8d027
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Bug fix. Equip Action triggered action (#2142)
# Pull Request Brighton caught a mistake I made changeing the action registry, so the correct action was no longer triggering. I cleaned that up, and renamed the action. ## How to Test the Changes - This was tested by adding logging to both equip actions. But to test this without that, the best way to verify the fix is to stop alts from auto upgrading via config. Then they should correctly follow the configured behavior. ## 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: - - [x] 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**) If yes, please specify: - AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.) - Purpose of usage (e.g. brainstorming, refactoring, documentation, code generation) - Which parts of the change were influenced or generated - Whether the result was manually reviewed and adapted AI assistance is allowed, but all submitted code must be fully understood, reviewed, and owned by the contributor. Any AI-influenced changes must be verified against existing CORE and PB logic. We expect contributors to be honest about what they do and do not understand. --- ## 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 Anything that significantly improves realism at the cost of stability or performance should be carefully discussed before merging. |
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441f9f7552
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Warnings PR 1: Event warnings and headers (#2106)
# Pull Request
This is the first in a series of PRs intended to eliminate warnings in
the module. The design intent is to eliminate the calling event when not
needed in the body of the function. Based off of SmashingQuasars work.
---
## 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
Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
---------
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
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3db2a5a193
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Refactor of EquipActions (#1994)
#PR Description The root cause of issue #1987 was the AI Value item usage becoming a very expensive call when bots gained professions accidentally. My original approach was to eliminate it entirely, but after inputs and testing I decided to introduce a more focused Ai value "Item upgrade" that only checks equipment and ammo inheriting directly from item usage, so the logic is unified between them. Upgrades are now only assessed when receiving an item that can be equipped. Additionally, I noticed that winning loot rolls did not trigger the upgrade action, so I added a new package handler for that. Performance needs to be re-evaluated, but I expect a reduction in calls and in the cost of each call. I tested with bots and selfbot in deadmines and ahadowfang keep. --------- Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com> |
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13fff46fa0
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Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)
# Pull Request
- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )
Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---
## 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**)
---
## 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
Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
---------
Co-authored-by: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
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41c53365ae
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[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038) |