6 Commits

Author SHA1 Message Date
bash
29ec04e577 feat(Core/Travel): Travel-node graph routing for long-distance pathing 2026-05-10 17:30:50 +02:00
Keleborn
866a73dfbf
Clean up unused variables (#2268)
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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.
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## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Clean up a bunch of additional unused variable warnings. 


## 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.
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<!-- 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**)



## Messages to Translate
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Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
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- Does this change add bot messages to translate?
    - - [x] No
    - - [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
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- Was AI assistance used while working on this change?
    - - [ ] No
    - - [x] Yes (**explain below**)
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Claude reviewed the warnings log from a build and suggested a series of
changes. I focused just on these warnings for now. Every line was
reviewed. Some sections need to be reviewed by author for intent.



## 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 (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-04-24 23:03:36 +02:00
Alex Dcnh
ca19548cc5
Fix transport boarding when master is on a transport (Zep/Boats) (#1830)
Summary
This PR improves Follow related behaviour when the master is on a
transport (zeppelin/boat). It makes follow actions safer and less
disruptive by:

Detecting when the master is on a transport and handling boarding
correctly
Avoiding teleport-under-floor issues by using a small positional offset
when teleporting the bot near the master
Preventing movement conflicts between MoveSpline/MotionMaster and the
transport driver by forcing a MotionMaster cleanup and MoveIdle after
boarding
Clearing movement flags (forward / walking) after boarding so the bot
does not remain in a walking/march state
Next-check delay after boarding to allow the server to update
transport/position state

Before this change, bots get stuck when attempting to board

Fight the server-side transport movement because local
MoveSpline/MotionMaster was still active
Repeatedly attempt movement on every follow tick while already a
passenger, causing jitter and CPU/noise This PR reduces stuck/jitter
cases, avoids conflicting movement commands, and makes boarding more
robust.

**Key changes**
Check master->GetTransport() and handle three main cases:
If bot already passenger of same transport: stabilize (StopMoving,
Clear(true), MoveIdle, StopMovingOnCurrentPos) and set a longer
next-check delay; return false (no new movement in theory).
If bot passenger of another transport: do nothing (avoid conflicting
behaviour).
If bot not a passenger of master transport: teleport bot near master
(with offsets) and call Transport::AddPassenger(bot, true),
then force:

bot->StopMoving()
bot->GetMotionMaster()->Clear(true)
bot->GetMotionMaster()->MoveIdle()

Remove movement flags MOVEMENTFLAG_FORWARD and MOVEMENTFLAG_WALKING
SetNextCheckDelay to random 1000–2500 ms
Log boarding with bot name, transport GUID and coordinates
Preserve earlier follow logic when master is not on a transport

Tests performed
Manual tests on a local server:

Master on boat/zeppelin -> bot teleports to a safe offset position and
becomes a passenger without getting stuck
Bot already passenger on same transport -> bot no longer issues movement
commands and stabilizes
Bot on a different transport -> no boarding attempt for master's
transport (no interference)
Movement flags cleared after boarding; bot stops local movement and does
not fight server transport movement

Now the bots follow their masters in the zeppelins and boats, although
sometimes they move around a bit inside when the zeppelin starts (they
must have smoked something bad).

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-03-13 22:21:17 +01:00
Keleborn
441f9f7552
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>
2026-02-14 20:55:10 +01:00
bashermens
13fff46fa0
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>
2026-01-30 21:49:37 +01:00
bashermens
41c53365ae
[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038) 2026-01-19 22:45:28 +01:00