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9bba4b78dd
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Overhaul party buff/greater blessing system (#2358)
## Pull Request Description
These changes I originally made for myself because as a person who
really likes to raid with bots, I felt like the current group buff
system is fundamentally broken, and I needed something more consistent
and optimal. I debated a lot whether to PR this because it's such an
extensive overhaul that was almost entirely reliant on AI, and I know
that wishmaster still has a PR open regarding the greater blessings. I
decided to after a couple of conversations so at least people can look
at it and see if it's something that they want.
The tl;dr version is that this PR overhauls buff handling in two related
areas:
1. It adds a dedicated greater blessing assignment system.
2. It generalizes party/raid reagent-buff handling for Paladins, Druids,
Mages, and Priests.
Under this PR, greater blessings are determined by assignments for the
current group, and those assignments are determined based on:
1. a hardcoded priority list of blessings for each spec;
2. the number of Paladins in the group; and
3. whether any Paladins have talents for Blessing of Sanctuary, Improved
Blessing of Might, or Improved Blessing of Wisdom.
Assignment determinations are cached in a value to avoid constant
reevaluation.
The exact priority list is:
- All casters: Kings, Wisdom, Sanctuary, Might
- Physical-only DPS (Rogues, Warriors, DKs): Might, Kings, Sanctuary,
N/A
- Hybrid DPS (Enh, Ret, Hunters, Cats): Might, Kings, Wisdom, Sanctuary
- Druid tanks: Kings, Might, Sanctuary, Wisdom
- Warrior and DK tanks: Kings, Might, Sanctuary, N/A
- Paladin tank: Sanctuary, Might, Wisdom, Kings
Note that Sanctuary is preferred over Kings for Paladin tanks because of
the mana regen component but deprioritized for other tanks because Kings
provides Agility. The extra 3% damage reduction from Sanctuary does not
stack with Disc Priests’ Renewed Hope, which will have 100% uptime.
For group buffs, logic is centralized so that class triggers use the
same gating and upgrade rules for Gift of the Wild, Arcane Brilliance,
Prayer of Fortitude, Prayer of Spirit, and Prayer of Shadow Protection.
Also, Shadow Protection is now a default strategy for Priests (rshadow,
which existed before but wasn’t added by default).
I’ve added a config setting for the greater blessing system and adjusted
the current config setting for group buffs. In each case, you can pick
whether to disable the feature entirely, use it in all groups, or use it
only in raid groups. The default is raid only for greater blessings and
all groups for group buffs. Note that for group buffs, even if the
config is enabled, they will be used only if at least 3 group/raid
members on the same map are missing the buff family. This is mainly to
stop group buff spamming during wipe recovery as bots are revived
one-by-one.
I renamed the Paladin buff strategies to align them with the actual
blessing names:
- `bhealth` -> `bsanc`
- `bmana` -> `bwisdom`
- `bdps` -> `bmight`
- `bstats` -> `bkings`
This is an intentional breaking change for saved strategy strings. Bots
will need a one-time strategy reset after update.
I removed bots telling you when they are out of reagents for greater
blessings. If people like that though, I can add it back.
A small cleanup is also included in TankPaladinStrategy: Holy Shield was
subject to three overlapping health triggers with the same priority; I
removed the two lower health thresholds which have no purpose.
## Feature Evaluation
- Describe the **minimum logic** required to achieve the intended
behavior.
I’m going to let the AI answer this one.
> The minimum logic is:
> - a shared config-gated check for whether group/raid buff variants are
allowed
> - a shared way to treat single and group variants as equivalent aura
families
> - a shared upgrade path from single-target buff to group buff when the
group variant is appropriate
> - a Paladin-only cached assignment model that decides which blessing
family each Paladin should cover for the current group
> - trigger/action wiring that only attempts casts when a group member
is actually missing the assigned buff
>
> This avoids scattering separate per-class heuristics across many
triggers and actions.
- Describe the **processing cost** when this logic executes across many
bots.
Processing cost should be minimal but non-zero. The general party buff
changes are limited to existing buff trigger paths and mostly replace
duplicated checks with shared helpers. They do not add expensive default
per-tick behavior outside those existing trigger evaluations.
The Paladin greater blessing logic does add extra decision-making, but
it is limited to Paladins, gated by config and group eligibility,
subject to a delayed trigger evaluation of only once per 4s, and cached
per group assignment set instead of recomputing the full assignment
model on every action attempt.
This PR also increases the throttle duration for group buff triggers to
limit performance impact; I’m open to adjustments to these durations:
- Mark of the Wild triggers were increased from 4s to 8s
- Arcane Intellect triggers were increased from 4s to 8s
- Priest buff triggers were increased to 8s (previously, Fortitude was
6s, Spirit was 4s, and Shadow Protection had no throttle)
- There is now a 5s delay on buffing (greater blessings and group buffs)
after bots log in—I was getting bots spamming buffs as soon as they
logged in even when it was not necessary
I’ve tested with pmon, and the impact is minimal—these are very cheap
triggers even compared to standard bot rotational ability triggers.
## How to Test the Changes
1. Try different config settings to confirm that they work to
enable/disable greater blessings/group buffs in the configured scenarios
2. For greater blessing changes:
- test with one Paladin in a party/raid
- test with multiple Paladins in a party/raid
- confirm the Paladins divide blessing coverage instead of repeatedly
overwriting each other
- include at least one Paladin with Improved Blessing of Might and make
sure it casts Might over Paladins without the talent; check the same
with a Paladin with Improved Blessing of Wisdom
- do not include a Paladin that knows Sanctuary, confirm any Paladin
tank receives Kings instead (you’ll need a low-level Paladin for this
since Sanctuary is a prot talent)
- confirm bots cast blessings only when a member is actually missing the
relevant blessing family
- confirm there is a 5s delay on buffing when bots log in
3. For group buff changes:
- confirm there is a 5s delay on buffing when bots log in
- confirm that single buffs are used when there aren’t at least three
unbuffed members in the same map, even if group buffs are enabled in the
config
4. For all buffs, test with reagents missing to confirm fallback to
single-target buffs and single blessings
5. Confirm the Paladin buff strategy names are changed after resetting
AI
## Impact Assessment
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
- - [ ] No, not at all
- - [x] Minimal impact (**explain below**)
- - [ ] Moderate impact (**explain below**)
Discussed above in processing costs.
- Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)
Yes—that is the purpose of this PR, to change default buffing behavior.
- Does this change add new decision branches or increase maintenance
complexity?
- - [ ] No
- - [x] Yes (**explain below**)
Yes, but I think it’s inevitable to add complexity to get greater
blessings to function consistently, given the challenges brought by
their mechanic of applying across each class.
## AI Assistance
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
I used GPT-5.4 extensively for this overhaul. It’s much more complicated
than I could handle on my own. I’ve done a lot of testing and have
reviewed the code and provided plenty of revisions, but I cannot say I
can perfectly explain each addition and how it works, not even close.
## 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
---------
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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8ca6e42f10
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Druid Overhaul (#2392)
<img width="1274" height="952" alt="druids" src="https://github.com/user-attachments/assets/7390d7e5-ed99-4eb3-8802-8c2f457d7c86" /> Hello playerbots community!! After my pvp gear update, I was itching to get back to class strategies. I was testing raids, and noticed that druids... Well, they kinda sucked. They had glaring issues, would randomly die from bugs, and overall felt bad. Looking at issues discussed on github/discord, I decided to start working on a druid update. I started with the boomkin, and made a boomkin PR, but there were some technical issues with the storing of the eclipse mapping not clearing, and it was not good... I closed that PR, and went back to the drawing board, with one goal in mind: Make the druid class function as best as possible WHILST keeping the code consistent with what already exists. There is a TON of _yoink and twist_ (copy and paste with or without slight edits), and anything that is custom/new is discussed in the section below. I am very proud and excited to release this though - after 45 days of coding and testing, the druid finally feels good to have in the group. Disclaimer - this PR aims to address bugs, utility, and overall performance of Druids. It will not magically make them top DPS. I have done hours of testing, and druids can occasionally top the charts - but inconsistently. Boomkins are inconsistent due to Eclipse (until later gear phases), and Feral Cats are incredibly dependent on positioning, timing, combo points, energy, clearcasting procs... The stars have to align for things to go right for the Cat (It doesn't help that all movement, targeting, and actions are ran through the same engine, so cats really suffer in boss fights with scripted movement) But the changes I have made help those situations occur a fair bit more frequently. Let's dive in! <!-- 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 --> A druid overhaul across all four specs — new Cat stealth and CC systems, Eclipse tracking and rotation fixes for Balance, a Bear threat rotation rework, a Resto healing priority overhaul, and a restructured CC and AoE strategy architecture. --- ## Talent & Glyph Config - **Balance:** Moved points out of Improved Moonfire and into Nature's Reach for threat reduction and extended cast range. - **Bear:** Moved points out of King of the Jungle (15% enrage damage) and into Feral Instinct for increased Swipe damage and AoE threat. - **Cat:** Swapped the Glyph of Typhoon (useless for feral) for Glyph of Dash, which benefits the cat a ton in prowl. - **Resto:** Swapped Glyph of Rejuvenation for Glyph of Nourish (better HPS for difficult content), and Glyph of Typhoon (useless for resto) for Glyph of Dash. Moved one point from Nature's Bounty to Empowered Touch. --- ## Balance - **New skill - Typhoon:** Added Typhoon, triggered by "enemy within melee," using cone targeting logic ported from Cone of Cold. Typhoon is from the "balance pvp" spec only, and is housed in the shared AoE strategy. - **New skill - Cyclone:** Added Cyclone targeting the RTI CC-marked target (default moon). Incapacitates for 6 seconds with full damage immunity — cannot be broken by AoE. Priority 24.0f > Hibernate (23.0f) > Entangling Roots (22.0f). *(See CC Implementation in the code notes below.)* - **Bug fix - Eclipse cooldown tracking:** Eclipse procs referenced a cooldown not registered in the database, so boomkins immediately reverted to the wrong filler after an Eclipse buff fell off. Fixed with manual timestamp tracking. *(See Eclipse Cooldown Tracking in the code notes below.)* - **Bug fix — Starfall no longer pulls out-of-combat hostile enemies:** Previously fired on cooldown regardless of surroundings — its 36-yard radius (the largest AoE in the game) could silently pull entire unengaged packs. Now suppressed if any non-combat hostile NPC is within 40 yards. *(See Starfall Pull Safety in the code notes below.)* - **Filler changed to Starfire:** Starfire is now the filler (priority 5.4) over Wrath (5.3). Starfire has a 100% spellpower coefficient vs. Wrath's 12%, is more mana-efficient per point of damage, and has a 100% eclipse proc chance on crit vs. Wrath's 40%. In practice this significantly reduced mana consumption, especially before level 40 when Moonkin Form's mana-on-crit passive isn't available. - **Moonfire / Insect Swarm on Attacker rework:** Previously tied to the light AoE trigger (2+ enemies, 13.0f), causing low-level boomkins to multi-dot instead of casting fillers — mana-inefficient at low levels where targets rarely live long enough to tick the full DoT. Re-added as dedicated on-attacker triggers at lower priority than the fillers, so they fire only as a movement fallback. The triggers have been changed to override the TTL check (time to life), similar to the warlocks DoTs. - **Hurricane channel check rework:** Previously cancelled based on distance from the bot — enemies could leave the AoE but remain within 30 yards, keeping the channel alive. Now reads the Hurricane DynamicObject's actual radius and counts only attackers physically inside it. *(See Hurricane Channel Cancel in the code notes below.)* --- ## Cat - **Prowl (Stealth):** Implemented using the same logic as the existing Rogue stealth system. The bot enters Prowl when out of combat and a target is within range. Engagement distances are: - 30 yards baseline - −10 yards if the target already has a victim (engaged in combat) - −10 more yards if the target is also moving (minimum 10 yards) - +15 yards in Battlegrounds or Arenas - Enemy player targets take priority over grind/DPS targets when evaluating distance. - **Prowl openers:** The bot approaches the target in Prowl and opens based on approach angle and level: - **From behind:** Ravage (learned at level 32). Before Ravage is learned, Shred is used as the opener. - **From the front:** Pounce (stun + bleed, learned at level 36). Before Pounce is learned, Claw is used as the opener. - **New skill - Maim:** Added Maim as a 5 second stun-finisher at 5 combo points, but only against player targets. It will only fire when Rip and Savage Roar are already active. - **Innervate on healer:** Cats now cast Innervate when a healer drops below the low mana threshold (`AiPlayerbot.LowMana`, default 15%). *(See Healer Low Mana Framework in the code notes below for the shared value/trigger infrastructure backing this.)* - **Predator's Swiftness with CC spells:** Added a twotrigger pairing Predator's Swiftness (the instant-cast proc from finishing moves) with the existing CC triggers (Cyclone, Hibernate, Entangling Roots). Feral cats can now instant-cast CC the RTI CC-marked target (default moon) after a finisher using the Predator's Swiftness proc. - **Predator's Swiftness with Rebirth:** Added a twotrigger pairing Predator's Swiftness with the combat resurrection trigger. Cats can now use a Predator's Swiftness proc to instantly cast Rebirth on a dead party member. - **Bug fix - Autoattack no longer breaks prowl:** `MeleeAction::isUseful()` now returns false while the bot has the Prowl aura, preventing autoattack from breaking stealth before an opener spell fires. The code comment notes this pattern should be reused for a future Rogue autoattack in stealth fix. - **Bug fix - Non-prowl skills no longer break prowl:** `isUseful()` overrides were added to Feral Charge (Cat), Mangle (Cat), Swipe (Cat), Rake to return false while Prowl is active, preventing accidental prowl breaks before the opener fires. - **Bug fix - Clearcasting proc with energy spells:** Added dedicated `ClearcastingTrigger` / action pairings to ensure Clearcasting procs are consumed immediately. On single target, Shred is used; on AoE, Swipe (Cat) is used. This prevents the cat from using it's valuable clearcasting proc on a low energy spell (rake, feral charge - cat, cower, etc). This also fixes a bug where Clearcasting would sometimes linger for 4+ seconds without being used, as energy-based spells do not recognize the free cast and would not fire until their energy condition was met. - **Tiger's Fury rework:** TF previously fired on cooldown as a default action, meaning the bot would use it at full or near-full energy and gain no benefit from the energy it generates. The trigger now requires energy to be below 30 before firing, ensuring the bot recovers the full 60 energy granted by the King of the Jungle talent. - **Faerie Fire (Feral) rework for cat:** With Omen of Clarity, spams on cooldown to fish for Clearcasting procs. Without it, applies as a normal debuff and does not reapply while active. *(See Faerie Fire (Feral) Trigger in the code notes below.)* - **Feral Charge toggleable strategy:** Feral Charge (Cat) is now housed in a dedicated `feral charge` strategy, enabled by default for Cat druids. It can be disabled with `co -feral charge` and re-enabled with `co +feral charge`. Disabling this strategy can be useful for encounters where charging in would be unfavorable. - **Rake on Melee Attackers removed:** The Rake on Melee Attackers action was removed from the Cat AoE strategy. Applying Rake to multiple attackers and spreading out combo points produced far lower AoE DPS than simply continuing the single-target rotation. - **Antiquated Omen of Clarity framework removed:** `OmenOfClarityTrigger` and `CastOmenOfClarityAction` were not functional and have been removed. The `ClearcastingTrigger` appropriately tracks Omen of Clarity procs. I believe this was from TBC when Omen of Clarity was a spell. --- ## Bear - **Berserk tracking for Mangle:** A `berserk active` trigger fires Mangle (Bear) at priority 25.0f while Berserk is up. Previously, Mangle sat at 5.5f in the default actions while Swipe (Bear) sat at 25.0f on the light AoE trigger — meaning in any 2+ enemy encounter, Swipe would always win regardless of Berserk. Now Mangle (25.0f) sits above the AoE triggers (24.5f), so it takes priority during Berserk. It's pretty cool to see a Bear's dps on pull! - **Faerie Fire (Feral) rework:** Previously applied once and stopped. Now spams on cooldown for continuous threat generation (~3.5k threat per cast at level 80), and serves as a ranged soft-taunt fallback on the `lose aggro` trigger when Growl is on cooldown. *(See Faerie Fire (Feral) Trigger in the code notes below.)* - **Lacerate rework:** Previously, lacerate was a low priority default action and bears had no duration awareness. They would occasionally let 5 stacks of Lacerate fall off, resulting in pretty significant threat loss. Now, `LacerateTrigger` fires when the target has no Lacerate debuff, the stack count is below 5, or the remaining duration is ≤ 6 seconds. - **Demoralizing Roar on single target:** Previously, Demoralizing Roar only fired on the medium AoE trigger (3+ enemies, skipped on bosses). A dedicated trigger now applies it in any encounter, provided Vindication, Demoralizing Shout, or Curse of Weakness are not already present, as they don't stack with Demoralizing Roar. - **Bug fix - Rebirth on bears:** Bears no longer attempt to cast Rebirth in combat. The generic combat resurrection trigger was firing for all druid specs, causing bears to shift out of Dire Bear Form mid-fight to cast Rebirth — dropping their armor and HP while still holding aggro. Lots of sudden tank deaths... - **Feral Charge toggleable strategy:** Feral Charge (Bear) is now housed in a dedicated `feral charge` strategy, enabled by default for Bear druids. It can be disabled with `co -feral charge` and re-enabled with `co +feral charge`. Disabling this strategy can be useful for encounters where charging in would be unfavorable. --- ## Resto - **Blanketing strategy:** Added a `blanketing` strategy (enabled by default, `co -blanketing` to disable) that pre-HoTs group members with Wild Growth and Rejuvenation regardless of current health, prioritizing tanks → melee → ranged to maximize Revitalize uptime. *(See Blanketing Strategy in the code notes below.)* - **Nature's Swiftness → instant Healing Touch combo:** Nature's Swiftness was previously included in the boost strategy, where it would fire proactively on cooldown regardless of context. This wasted the proc on situations where it provided no benefit. It is now exclusively reactive — triggered at high priority (56.0f) when a party member hits critical health. A paired `nature's swiftness active` trigger then immediately fires Healing Touch (55.0f) on the lowest-health party member, consuming the proc as an instant-cast emergency heal. - **Lifebloom priority lowered (29.0f → 13.0f):** Lifebloom on the main tank is cast on Omen of Clarity procs. At 29.0f it previously outprioritised all low health reactive healing (21.4f), meaning a Clearcasting proc while a party member was at 25–44% HP would cause the bot to cast Lifebloom on the tank instead of Swiftmend or Nourish on the injured target. Lowered to 13.0f so it fires only when no reactive healing is queued. - **Healing spell priority order reworked:** All three reactive categories (critical, low, medium) now follow the same sequence: Swiftmend → Wild Growth → Nourish → Regrowth → Healing Touch. - **Tranquility toggleable strategy:** Tranquility is now housed in a dedicated `tranquility` strategy, enabled by default for Resto druids. It can be disabled with `co -tranquility`. In raids, Tranquility only heals the druid's own group — not the full raid — making it situationally poor during raid-wide damage or heavy movement phases. Disabling this strategy lets players suppress the cast on those encounters without affecting the rest of the healing rotation. --- ## CC & Strategy - **Boost strategy:** The boost strategy is assigned to all druid specs by default. It is spec-gated internally — Balance druids use it for Force of Nature (treants on cooldown), and Feral druids (both cat and bear) use it for Berserk. - **CC strategy enabled by default:** The CC strategy was previously not assigned to druids by default. It is now enabled for Balance and Feral Cat, with behavior gated by spec: - Balance receives the full RTI CC trigger set (Cyclone, Hibernate, Entangling Roots). - Feral cats only receive RTI CC triggers when Predator's Swiftness is active (see above). - **AoE strategy reorganized:** All AoE spells — Hurricane, Starfall, Typhoon, Swipe (Cat), and DoTs on attackers (Moonfire, Insect Swarm) — are now handled by the shared AoE strategy, consistent with how the rest of the playerbot project structures AoE logic. This does not affect Bear druids. - **Aquatic Form while submerged:** The non-combat strategy now shifts into Aquatic Form when the bot is fully submerged out of combat (`LIQUID_MAP_UNDER_WATER`). If the bot is in another shapeshift (Bear, Cat, Moonkin, Tree), it first shifts to caster form as a prerequisite before entering Aquatic Form. The trigger intentionally does not fire at the water surface (`LIQUID_MAP_IN_WATER`), or use the "swimming" trigger, because it caused the druid to loop caster form and aquatic form endlessly while surfaced. --- ## Code Consolidation & Refactoring - The Bear, Cat, Heal, and Caster strategy files have been renamed to Bear, Cat, Balance, and Resto respectively, to match the naming conventions used elsewhere in the project. - The Melee and Offheal strategy files have been deleted. The offheal healing logic is preserved in full — it now lives as an optional strategy (`CatOffhealStrategy`) inside `CatDruidStrategy`, sharing the same action node factories as the base cat strategy rather than duplicating them. - All action relevance values across the druid strategies have been converted from named constants (e.g. `ACTION_NORMAL`, `ACTION_HIGH + 4`) to explicit numerical floats (e.g. `10.0f`, `24.0f`). This makes priority ordering immediately visible in the source without needing to cross-reference the constant definitions. --- ## New Code & Project References ### Eclipse Cooldown Tracking (`DruidActions.cpp`) The previous implementation tracked the Eclipse cooldown using `EclipseSolarCooldownTrigger` and `EclipseLunarCooldownTrigger`, both of which extended `SpellCooldownTrigger` and called `bot->HasSpellCooldown(48517/48518)`. `SpellCooldownTrigger` is the standard project pattern for this — it works correctly for spells whose cooldowns are registered in the database. However, Eclipse (Solar) and Eclipse (Lunar) both have **Cooldown: n/a** in the DB. `HasSpellCooldown` always returned false, so boomkins never respected the cooldown and would revert to the wrong filler immediately after an Eclipse buff fell off. Since the cooldown can't be read from the DB, the fix tracks it manually. When `CastWrathAction::isUseful()` or `CastStarfireAction::isUseful()` detects that the corresponding Eclipse aura has become active, it records the current timestamp and suppresses the opposing filler for 30 seconds — the actual in-game cooldown duration. The timestamps are stored using `ManualSetValue<time_t>`, the same pattern as `LastSpellCastTimeValue` (`src/Ai/Base/Value/LastSpellCastTimeValue.h`), which is already used throughout the project to record when spells were last cast. Two new value classes — `EclipseSolarProcTimeValue` and `EclipseLunarProcTimeValue` — are registered in a new `DruidValueContextInternal` factory inside `DruidAiObjectContext.cpp`, following the same factory pattern as `DruidTriggerFactoryInternal` and `DruidAiObjectContextInternal` in the same file. Because these values live in the per-bot `AiObjectContext`, they are automatically destroyed when the bot logs out — no manual cleanup needed, and no shared state between bots. --- ### Healer Low Mana Framework (`PartyMemberToHeal.h/.cpp`, `HealthTriggers.h/.cpp`, `ValueContext.h`, `TriggerContext.h`) `HealerLowMana` and `HealerLowManaTrigger` are added to the shared base framework rather than the druid-specific code. Currently used by the Cat Innervate trigger; designed so Mana Tide Totem, Hymn of Hope, and similar spells from other classes can hook into the same trigger without duplicating the group-scanning logic. The pair follows the same pattern as the existing `PartyMemberToHeal` / `PartyMemberLowHealthTrigger` — the project's standard design for "scan the group for the most in-need member, then trigger when that member crosses a threshold." **Value** (`HealerLowMana : PartyMemberValue`): `Calculate()` walks the group reference list, skips non-healers via the existing `IsHeal()` check, and uses `MinValueCalculator` to return the lowest-mana healer as a `Unit*`. Registered in `ValueContext.h` under the key `"healer low mana"`. **Trigger** (`HealerLowManaTrigger : Trigger`): `GetTargetName()` returns `"healer low mana"`, which the base `Trigger::GetTarget()` resolves against the value context — exactly how `PartyMemberLowHealthTrigger::GetTargetName()` returns `"party member to heal"`. `IsActive()` calls `GetTarget()` and checks `GetPowerPct(POWER_MANA) < sPlayerbotAIConfig.lowMana`. The trigger doesn't extend `HealthInRangeTrigger` because that class is specifically for health (it reads the `"health"` value). Mana requires a direct `GetPowerPct(POWER_MANA)` call, so a plain `Trigger` with a custom `IsActive()` is used instead. Both are registered in the global `ValueContext.h` and `TriggerContext.h` rather than a class-specific factory, consistent with how all other `PartyMemberValue` subclasses are registered in the project. --- ### Blanketing Strategy (`RestoDruidStrategy.h/.cpp`, `DruidActions.h/.cpp`, `DruidAiObjectContext.cpp`) **Strategy structure:** `DruidBlanketStrategy` is a standalone `Strategy` overlay, not embedded inside `RestoDruidStrategy`. This is the same pattern as `DruidTranquilityStrategy`, `DruidBoostStrategy`, and `DruidCcStrategy` — additive overlays that layer behavior on top of the base strategy and can be toggled independently via `co +/-blanketing`. **Triggers:** Both `"wild growth blanket"` and `"rejuvenation blanket"` are instantiated as `BuffOnPartyTrigger(ai, spellName)` — the project's existing class from `GenericTriggers.h` for party-wide buff maintenance, used throughout the codebase for things like Blessings and Mark of the Wild. `BuffOnPartyTrigger` extends `BuffTrigger` and fires when any party member is missing the named aura. No custom trigger class was needed. **Actions:** Both actions inherit from a shared `CastBlanketHotAction` base that itself extends `CastSpellAction`. Inheriting from `CastSpellAction` means `isPossible()` is handled for free — spell known, off cooldown, target reachable, resources available. The constructor sets `range = botAI->GetRange("heal")` to use the standard healing range. **`GetBlanketTarget(auraName)`:** The custom part of the implementation. Walks the group in three prioritized passes — tanks first, then melee non-tanks, then ranged — returning the first eligible member found. Eligible is defined as: alive, not a GM, within `spellDistance`, and `!botAI->HasAura(auraName, member, false, true)` (not already carrying the HoT). Returns nullptr if every member is already covered. **`isUseful()`:** On both actions simply returns `GetTarget() != nullptr` — fires as long as `GetBlanketTarget` finds someone without the HoT, and suppresses itself the moment all targets are covered. --- ### CC Implementation — Cyclone, Hibernate, Entangling Roots (`DruidTriggers.h/.cpp`, `DruidActions.h/.cpp`, `GenericDruidStrategy.cpp`) The druid CC spells use the project's strict RTI-only pattern rather than the fallback "best candidate" pattern used by other classes (e.g., Mage Polymorph). **`"rti cc target"` value:** A direct raid icon lookup. Reads the `"rti cc"` string value (default `"moon"`, configurable per-bot via `rti cc <icon>`), converts it to a raid icon index, and returns the live `Unit*` for that GUID. If no CC icon is set, it returns `nullptr`. There is no fallback to a best-candidate scan. **Triggers** (`CycloneTrigger`, `HibernateTrigger`, `EntanglingRootsTrigger`): All three extend `HasCcTargetTrigger` and override `IsActive()`. The first check is always `"rti cc target"` — if it returns `nullptr`, the trigger is immediately silent. If an icon is set, it checks `"cc target"` (with the spell name as a qualifier) to verify the RTI target matches and delegates to `HasCcTargetTrigger::IsActive()`, which handles the "don't re-cast while already CC'd" check. **Actions** (`CastCycloneCcAction`, `CastHibernateCcAction`, `CastEntanglingRootsCcAction`): All three extend `CastCrowdControlSpellAction` rather than plain `CastSpellAction`. The action names are `"cyclone on cc"`, `"hibernate on cc"`, `"entangling roots on cc"` — not the raw spell names. This matters because `CastSpellAction` stores its constructor argument as both the action name and the spell name, and `isPossible()` calls `CanCastSpell(spell, target)` using that string. Passing `"cyclone on cc"` to `CastSpellAction` would resolve to spell ID 0 and silently return false forever. `CastCrowdControlSpellAction` keeps the spell name separate from the action name, avoiding this. `GetTargetValue()` on all three returns `context->GetValue<Unit*>("rti cc target")` directly. **Form prerequisite:** The action nodes for `"cyclone on cc"` and `"hibernate on cc"` have `NextAction("caster form")` as a prerequisite, so the bot automatically shifts out of Bear, Cat, or Moonkin form before casting. Entangling Roots has the same prerequisite. **Priority order:** Cyclone (24.0f) > Hibernate (23.0f) > Entangling Roots (22.0f). Cyclone is preferred because it works on any target type and the target is immune to all damage and healing while cycloned — it cannot be broken by AoE. Hibernate is beast/dragonkin only. Entangling Roots can be broken by damage. **Feral Cat CC:** Wired through `TwoTrigger` pairings with `"predator's swiftness"` (see Cat section above). Because the Predator's Swiftness proc makes the spell instant-cast, no form shift is needed — the cat casts directly from Cat Form after a finisher. --- ### Ferocious Bite Execute (`DruidTriggers.h`, `DruidCatActions.h`, `CatDruidStrategy.cpp`) Two separate triggers fire the same `CastFerociousBiteAction`, which is a plain `CastMeleeSpellAction` with no custom logic — all the intelligence lives in the triggers. **`FerociousBiteTimeTrigger`** ("ferocious bite time", 22.5f) — the normal rotation path. Requires 5 combo points, Savage Roar active with >10 seconds remaining, and Rip active on the target with >10 seconds remaining. The duration checks prevent spending combo points on Ferocious Bite when either buff is about to fall off and needs to be refreshed first. **`FerociousBiteExecuteTrigger`** ("ferocious bite execute", 24.0f) — the execute window, higher priority than the time trigger. Requires only 1 combo point, and fires when the target is below **both** 25% HP and 20,000 absolute HP. The dual condition is the key design detail: the 25% threshold alone would trigger on a raid boss at 25% health — which could still be millions of HP remaining. The 20,000 HP cap ensures the execute behavior only activates when the target is genuinely close to death, at which point dumping even a partial combo point buildup into Ferocious Bite is better than continuing a normal builder-spender cycle. --- ### Faerie Fire (Feral) Trigger (`DruidTriggers.h`) A single `FaerieFireFeralTrigger` class handles both Bear and Cat with spec-branched behavior inside `IsActive()`. It extends `DebuffTrigger` — the project's standard class for debuff maintenance on the current target — but overrides `IsActive()` to produce three distinct behaviors depending on form and talent state: **Bear:** Bypasses `DebuffTrigger::IsActive()` entirely. Returns true whenever the target is alive and in world, regardless of whether the debuff is already present. Every cast generates immediate threat and damage, so there is no reason to wait for it to fall off before recasting. **Cat with Omen of Clarity (talent aura 16864):** Same bypass — spams on cooldown to fish for Clearcasting procs. Faerie Fire (Feral) has no energy cost, making it a free input that can proc Omen of Clarity on any hit. **Cat without Omen of Clarity:** Falls through to `DebuffTrigger::IsActive()` — the standard base class behavior, which checks: target alive and in world, debuff not already present (`!botAI->HasAura("faerie fire (feral)", target)`), and estimated remaining lifetime of the target is at least `needLifeTime` seconds (default 8.0f — no point applying a 30-second debuff to something about to die). Applied as a normal debuff; does not reapply while active. Both spam paths additionally guard against Prowl — `IsActive()` returns false while the bot has the Prowl aura to prevent casting from breaking stealth. **Strategy wiring:** - Bear: standard rotation slot at 17.0f, plus wired into the `"lose aggro"` trigger at 25.5f as a soft-taunt fallback when Growl is on cooldown. - Cat: low-priority filler at 5.0f. --- ### Starfall Pull Safety (`DruidActions.cpp`) Starfall's 36-yard AoE radius is the largest in the game. A single cast near an unengaged patrol or mob pack would silently pull everything in that area. The previous implementation fired on cooldown with no awareness of the surrounding area. `CastStarfallAction::isUseful()` now applies two guards before allowing the cast: **CC safety check** (standard project pattern): reads `"current cc target"` and `"aoe position"`; suppresses the cast if the CC'd target is within `aoeRadius` of the bot's AoE position. **Unengaged hostile NPC scan (custom)**: reads `"nearest hostile npcs"` (`NearestHostileNpcsValue`), which uses the project's standard `Acore::AnyUnitInObjectRangeCheck` + `Cell::VisitObjects` grid searcher at `sightDistance` (~50 yards). The value pre-filters via `AcceptUnit()`: non-players only, and `unit->IsHostileTo(bot)` must be true — this excludes neutral-faction trigger creatures, dummies, and invisible spawns that would otherwise appear in a raw range scan. The loop then applies four additional filters: - Skip null / dead / out-of-world units (standard guard). - Skip the current target — it is the reason we're in combat; its in-combat flag is already covered. - Skip `!bot->IsValidAttackTarget(unit)` — safety net for hostile-faction trigger creatures carrying `UNIT_FLAG_NON_ATTACKABLE` that `IsHostileTo` alone doesn't filter. - Skip units beyond 40 yards — Starfall's listed radius is 36; 40 adds a small buffer for patrols about to enter range. If any remaining unit is `!unit->IsInCombat()`, the cast is suppressed — that mob is unengaged and would be pulled. **Why `"nearest hostile npcs"` and not `"attackers"`:** `attackers` only contains units currently targeting the bot. We need to scan all hostile units in the area, not just those already aggro'd. --- ### Hurricane Channel Cancel (`DruidTriggers.h/.cpp`, `GenericDruidStrategy.cpp`) The previous cancel condition checked whether fewer than 3 enemies were within 30 yards of the bot. This is a poor proxy — enemies could scatter laterally but still sit within that radius, keeping the channel alive while none of them were taking damage. The replacement is `HurricaneChannelCheckTrigger`, which locates the actual Hurricane `DynamicObject` on the field and measures from it directly. **`IsActive()` logic:** 1. Checks `bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL)` — if the bot isn't channeling at all, returns false immediately. If it is channeling but the spell isn't a Hurricane rank, also returns false. This check is necessary because `CURRENT_CHANNELED_SPELL` is a slot, not a specific spell — the same cancel action is reused for other channeled spells in the codebase, so the trigger must verify it's specifically Hurricane before acting. 2. Iterates through `HURRICANE_SPELL_IDS` (all five ranks: 16914, 17401, 17402, 27012, 48467) calling `bot->GetDynObject(spellId)` until a non-null result is found. Hurricane places a `DynamicObject` on the field that the server uses as the actual AoE cylinder — each damage tick queries which units are inside it. The DynamicObject is keyed by spell ID, so the trigger must try each rank to find whichever one the bot currently has learned and placed. 3. Reads `dynObj->GetRadius()` — the actual radius stored on the DynamicObject itself rather than a hardcoded constant. This matches exactly what the server uses to calculate damage, so the trigger's cancel condition is spatially identical to the server's hit detection. 4. Walks the `"attackers"` GuidVector and counts how many live attackers are within `dynObj->GetRadius()` of the DynamicObject's position using `unit->GetDistance(dynObj->GetPosition()) <= radius`. 5. Returns `count < minEnemies` (default 3). The trigger fires — cancelling the channel — when fewer than 3 attackers are physically inside the Hurricane AoE. **Why `"attackers"` and not a full area scan:** Hurricane only deals damage to units that are attacking the bot (or in its threat list). Scanning all nearby hostile units would cause premature cancellation if non-aggro'd enemies happened to be standing outside the AoE. Attackers is the right scope. **Strategy wiring:** The trigger is paired with `NextAction("cancel channel", 22.0f)` in the AoE strategy for both Balance and Resto druids. The cancel priority (22.0f) sits below the Hurricane cast priority (23.0f), so if the medium AoE trigger re-activates on the same tick the cancel fires — meaning enemies came back into range — the new cast wins over the cancel. --- ## 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. Most new triggers are simple aura or cooldown checks. The heavier ones are the group scans (for the blanketing HoTs and the healer mana check), but these are identical in cost to group scans already running throughout the project (all of the party member health checks). The Starfall safety check is the only genuinely new scan — it looks for nearby hostile NPCs before allowing a cast, using the same grid search the project already uses elsewhere. That being said, it's loaded on the end of the trigger/action pairing - so in the StarfallNoCDTrigger, the bot has to already have learned starfall, already be in combat, and have Starfall off of cooldown and ready to use. The Hurricane cancel check only runs while the bot is actively channeling, so it's tightly gated. - Describe the **processing cost** when this logic executes across many bots. Negligible for almost everything in this PR. The vast majority of new logic is aura/buff/debuff lookups and cooldown checks that cost nothing at scale. The group scans for blanketing and healer mana follow the same pattern as existing party scans that already run on every healer bot every tick. No new unbounded operations, no shared state between 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. --> All druids perform a bit better now - I'd say test the branch out with the druids y'all currently use. JUST REMEMBER TO DO reset botAI or talents spec "x" again, since there have been some strategies changed!! The big one being the blanketing strategy for resto druids. They heal so much better now. Also being able to control when they pre-hot is really great. ## 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**) Tested before an after with the same performance logs. I tested it with a 25 man group of only druids versus my normal 25 man group on several raid bosses - no difference in pmon. - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) Druid bots currently have several bugs/issues with them. This doesn't exactly change the skills they were already using - just refines the scenarios in which they should be used. For example, a boomkin won't use starfall when there is a pack within range but not aggro'd. You can turn off feral charge for cat druids now, so they don't fly into a bosses aoe (locust swarm on anub, overload on iron council). Bear druids don't battle rez anymore. They just feel less clunky and heal/hold aggro better. - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) There are only 2 changes to files outside of the druid strategy, which is the healer low mana framework and the modification to autoattack not being used while in prowl. ## 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. --> AI was used heavily in the process to make this PR. First in the research necessary into how systems work, to the initial code implementation, to the testing results (explaining the outcome/why it sucks), to the fix, and then to the review of the code at the end. I will say that after I started researching how to use AI, use .md files for context, clearing sessions, I got a lot better results. I'll be the first to admit that it is 10 times easier to introduce a bug with AI than it is to solve one or implement something new. That is why every time it proposed a change, I asked it if the code was consistent with the project (Already present somewhere else) and if it wasn't, it was heavily scrutinized. It was written with Claude Code with Sonnet 4.6 (high), and peer reviewed by Github copilot. AI also made the description part of the PR, in which I modified myself. <!-- 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). **Wiki commands** @Dreathean While this PR does add strategies, they are all enabled by default: co +feral charge (feral druids, both cat and bear) - enabled by default, allows/prevents the use of feral charge co +tranquility (resto druids) - enabled by default, allows/prevents the use of tranquility co +blanketing (resto druids) - enabled by default, allows the druid to pre-hot with wild growth and rejuvenation But it would be worth a mention on the wiki - there are scenarios where having these strategies disabled would be beneficial. ## Notes for Reviewers <!-- Anything else that's helpful to review or test your pull request. --> @kadeshar @Celandriel @brighton-chi Thank you for taking the time to look this over. There is a lot of copied code, a bit of new code (which is explained in the code explanation part of it, but please still ask questions), and a lot of refactoring. Please remember to reset the bot strategies before/after you test this branch, due to the several changes (blanketing, feral charge strategies). Reset with reset botAI or "talents spec balance pve" for any testers out there that didn't know. If/When this PR goes to the master branch, it will need to be noted to the people this same thing about resetting strategies. |
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Replace hardcoded bot texts (#2408)
<!-- 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 --> Replaced hardcoded bot text with translationable. Related with: #1295 ## 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. Invite bots 2. Check that text after "follow" and "stay" return texts "Following" and "Staying" ## 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? - - [ ] 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. --> Summary hardcoded text and checking that they already exists to reuse. <!-- 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. --> |
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ICC V2, Autogear BiS cmd (#2363)
## Pull Request Description <!-- Describe what this change does and why it is needed --> Big thanks to @kadeshar for providing the bis list for many raids and ilvls :D Video demo for ICC 25HC: https://studio.youtube.com/video/nACyjn817iQ/edit Video demo for autogear bis chat command: https://www.youtube.com/watch?v=2YqyVBaSb2g split main IccActions.cpp into sperate per boss .cpp files changed style to be more aligned with https://www.azerothcore.org/wiki/cpp-code-standards (WIP) added bisicc chat command for bots to gear with ICC bis gear if autogear and bisicc is enabled in cfg https://gist.github.com/metal0/0bb094bf65d27e17044308ad0646cae1 bis list used LM Added multiple spike marking and focus for faster spike clearing, each spike will get its own kill group, tank spike will never get melee bots (only assist tank and ranged dps) Added coldflame detection so that melee bots dont go for spikes that are in flames During bonestorm assist tank will go far away spot so that once bonestorm is fixed, LM will bounce back and forth from MT to AT (atm it targets randomly, it should always pick furthest target) Coldflame avoidance is handled by avoid AOE, important to keep it on in cfg Tested on ALL diffs LDW Improved skull marking of adds, add handling by tanks and dps Changed 1st position for ranged bots for easier adds handling in HC and NM Improved tanking logic for tanks, assist tank will focus on collecting adds and bring them near boss Real players will also get cyclone aura when mind controlled Improved ranged position during 2nd phase, they should not get stuck in corners/walls anymore Tanks will remove LDW ToI aura in HC (really hard to tank with it since many things are happening at once) Added Cheat for LDW fight to help tanks with agro in 2nd phase of heroic modes Changed tank position in phase 2 closer to pillars opposed to stairs (bots love to fall thru floor and run thru walls if near them) this fixed the issue Fixed edge case for escaping from shades, it could happen that multiple shades would target bot, and it was running from 1st one he found, now it will run form all that are targeting it Hunters will cast viper sting now, to increase shield draining speed Tested on ALL diffs Edit 19.5. : Tested 25hc with autogear bis gear, playebots cfg ICC cheats off, world cfg ICC buff on max (30%) In short cleared LDW without ICC cheats with bis gear but unoptimized enchants, talents, gems. I still recommend using ICC cheats for better and fun experience. GS Changed triggers and actions to enable cross faction play Assist tank will now actually tank adds on friendly ship Dps will properly jump to attack mage and go back to their ship, if stuck on enemy ship /p reset, /p summon or /p follow fixed trigger for cannons, if cannons are frozen bots wont try to mount them anymore which prevented them from attacking mage properly bots will use rocket packs to jump to and from enemy ship instead of teleporting Main tank will now jump 1st. tank enemy boss and wait until all bots have jumped back before he jumps back All bots will wait for main tank to engage enemy captain before jumping to enemy ship Cannons will focus rockets 1st, then other adds now (for when gs gets scripted) Rdps will focus nearby adds on enemy ship and mark with star rti icon when there is no deep freeze todo: remove tanking bypass when core fixes enemy ship boss threat reseting Tested crossfaction on horde with single ally bot, ally bot did everything right, need to test more. note horde side is heavily bugged due to threat issue of adds, tanks cant take threat, on ally its somewhat ok, on horde rip. Horde is doable, but annoying cus of threat issue. Tested on ALL diffs DBS Remade tank taunt logic, tanks should now properly taunt boss and let other tank taunt it if they get rune of blood Tanks will tank adds better now, no loose adds anymore Tested on ALL diffs Dogs Remade tank taunt logic, tanks should now properly taunt boss and let other tank taunt it if they get 8 mortal wounds stacks Tanks will tank adds better now, no loose adds anymore Tested on ALL diffs Festergut Hunters sometimes populated row 0 which would make them in melee range of the boss (bad for dps). They should pick correct rows now Healers will populate row 0 1st then other rows for optimal healing position Ranged bots should properly choose unique spots to avoid stacking when there is no spore present Remade tank taunt logic, tanks should now properly taunt boss and let other tank taunt it if they get 6 gastric bloat stacks Changed ranged spore position closer to boss Spore bots should be able to attack/do non movement action when they have spore and are in position Solved malleable goo detection via direct boss hooks to detect boss targets! Tested on ALL diffs Rotface Tanks should not fight over big ooze anymore Improved big ooze kiting Improved small ooze stacking logic (when no big ooze present, stack at small ooze position, when big ooze is present move to it) Fixed edge cases when main and assist tank get small ooze (they used to move to big ooze, that was really bad since main tank would start to tank big ooze and get hit by big ooze, assist tank would stop kiting and get hit by big ooze) stopped mutated plague from dispelling instantly (as fight goes on, rotface cast mutated plague more and more, thus making it impossible to pass due to sheer numbers of small oozes and big oozes on the map, this will delay their spawning and give enough time for bots to handle them properly) Fixed edge case of multiple small oozes and big oozes being alive at same time (bots would detect wrong oozes and wipe raid or get stuck) Improved flood avoidance Improved ranged positioning in heroic mode, instead of letting them choose positions (which is a nightmare on dynamic fight as rotface, they now will choose 1 spot of 22 premade ones and populate them based on guid and adopt spot based on flood position) Improved Explosion avoidance by making bots remember their starting position so that they can return to it after big ooze explode, their movement is not chaotic anymore, and improved timers, they will wait 2 sec at new position before returning to starting position so that they can avoid explosion projectiles properly, they should also avoid moving to other bots starting positions. These changes ensure minimal movements so that bot can do maximum dps possible. Tested on ALL diffs PP Fixed many logic conflicts that caused bots to freeze, do bad dps to ooze/clouds Fixed triggers and multipliers Improved Gas Cloud avoidance, bloated bot will now remember its previous position to avoid backtracking/getting stuck in corners Added boss hooks to finally detect malleable goo, it is not an npc, object or creature and PP doesn't target anyone, bots will flee from it now Boss stacking now only in last phase Added cheats for players also (if enabled in cfg) only bots used to get auras Fixed tank switching in last phase, atm PP doesn't apply aura, but it should work, since same logic works for dogs, festergut and dbs Assist tank will now become abo if there is no abo before first puddle appears Abo will during puddles, slow oozes, slash boss & oozes In last phase assist will return to normal Tested on ALL diffs Edit 19.5. : Tested 25hc with autogear bis gear, playebots cfg ICC cheats off, world cfg ICC buff on max (30%) Tanks switched in last phase flawlesly and shared stacks as they should (mutated plague got fixed in core) In short cleared PP without ICC cheats with bis gear but unoptimized enchants, talents, gems. I still recommend using ICC cheats for better and fun experience. BPC Added center position to prevent bots from pulling BQL or other adds when they glitch thru walls/floor and thus resetting raid back to icc entrance teleporter Added additional z axis resetting since bots like to "fly" up in the air when attacking kinetic bombs. using cheat bypass for ball of inferno flames (atm bugged, doesn't shrink), bots will simply kill them when they spawn. Improved tanking for main tanks, improved collection of dark nuclei for assist tank Improved kinetics bomb handling Improved shock vortex spreading Improved valaran spreading for ranged Added shock vortex (non empowered) detection to avoid it while moving into safe positions Fixed jittery movement Tested on ALL diffs BQL Removed center position block so that bots can spread our easier in 25 mode, not ideal but makes 25hc easier Replaced repulsion based spreading, now each bot will have its own spot and move if needed to new spot Improved air phase spreading Fixed assist tank taking 1st bite Tested on ALL diffs VDW Due to recent core changes bots got bugged in portals if no real player entered and changed Z axis, if there was no z axis change bots would chill under the cloud on the ground and do nothing. I could not figure out how to fix this (thus breaking immersion) without force teleporting them to the clouds. Bots that go into portals will now teleport at the same time to clouds instead of following leader bot. Added feature that if players enter the portal, player with lowest guid will become bot "leader" and they will follow that player so that there is at least a little bit of immersion left. Fixed cloud collection for Heroic Mode, bots will now time clouds more precisely to avoid loosing stack due to not picking them up Improved RTI marking Improved group splitting Improved zombie kiting and avoiding explosion Tested on ALL diffs Sindragosa Bots will mark tomb positions with red smoke bomb in air phase so that real player know where to go with when beacon on them in last phase they will mark with blue smoke tomb position Fixed tank positioning Fixed wrong tomb choice and positioning Fixed tomb marking In last phase healers will stack with melee to allow boss healing In last phase when waiting for mystic debuff to pass, bots will damage tomb like in air phase to speed up the kill todo: tank switch to reset mystic buffet stacks Tested on ALL diffs Edit 19.5. : Tested 25hc with autogear bis gear, playebots cfg ICC cheats off, world cfg ICC buff on max (30%) In short cleared LDW without ICC cheats with bis gear but unoptimized enchants, talents, gems. I still recommend using ICC cheats for better and fun experience. LK Changed add gathering logic for 1st phase and winter phase, instead of tank moving to shamblings, he will keep taunting until they agro him. necrotic plague is easy now, ditched complex timing logic for a simple logic ( move to shambling, wait until dispeled, go back. Healers dont dispel until defile ally is near shambling ) Fixed winter phase gathering logic, assist tank will now properly move to raging spirits asap and bring them to main tank, melee dps will no properly move behind/flank spirits and shamblings to avoid instant death. Rdps will now properly focus frost orbs and adds, Transition should also be smoother now, but still needs /p reset if they get stuck. Other phases are ok, LK fight is now even better than before, but player still need to know tactics and use multibot addon to help out bots when needed, especially during defile phase since its random and position matter for valkyrs and future defiles Non winter phase AT will collect raging spirits and move them to main tank, ranged bots will keep distance, melee bots will flank them to avoid aoe Defile, ditched complex spreading which was mostly gamble with boss hooks to detect defile victim. If bot, bot will move away from raid, if real player main tank will yell Player name move away defile. bots will stay in center now if safe from defile, raging spirits or vile spirits Vile spirits soaking by assist tank. Assist tank will stand between spirits and raid and chase spirits. healers are allowed to move from position to heal assist tank. one hunter if alive will be at center position to place traps to slow down spirits HC Real players will also get buffs if cheats are enabled now Assist tank will now never move towards the raid to gather adds, instead it will taunt them instead so that they come to it Assist tank will rotate shamblings at all times away from raid Assist tank will stun shamblings before transition to avoid shockwave wipe Winter phase ice sphere location changed, ranged will focus sphere faster and better now Fixed jittery movement and low dps during winter phase Fixed most of the bots getting stuck during winter phase Valkyrs will be properly marked now, one by one, in hc bots will now ignore low hp valkyrs and focus on grabbing valkyrs or boss After winter raging spirit will have top priority for killing After winter ranged bots will 1st handle ice spheres then skull targets Spirit bomb avoidance improved, main tank should not back track into unsafe positions anymore Since real player is leader its crucial that player know the tactics, bots can not handle edge cases during the fight alone, they need some of reset, follow, summon here and there since its a long fight and things can go wrong. Tested on ALL diffs NOTE: If server crash, bots will sometimes drop ICC strategy even though they are in ICC, simply re enter or write /p nc +ICC to re enable. NOTE: addons that mark icons during fight could break bots, since icons are used for RTI by bots NOTE: I did not use any raiding addons besides unbot and multibot to control bots NOTE: In theory everything should work wihout ICC buff from world cfg, and ICC cheats from playerbots cfg, didnt test it, didnt try, its too hard core for hc mode to go raw, but it should be possible good luck :) NOTE: For normal about 5k gs should be enough to do most bosses. For HC T10 set + ICC 25 nm or HC gear + gems + enchants + buffs from cfg for fun experience. NOTE: As player its good to know every strategy for Bosses, so that you can spot and help out with reset, follow, summon if bots seem stuck or are doing something strange, a lot of stuff is happening on most fights so expect some intervention with reset, summon, follow. 10 MAN 2-3 Healers, 2 Tanks, at least 1 hunter, at least one druid for bress (its not set in stone, but most success with this setup) 25 MAN 6-7 Healers, 2 tanks, at least 1 hunter, at least 3-4 druids for bress (its not set in stone, but most success with this setup) GL & HF, happy raiding :D Closes #1421 #2120 Fixes #1219 NOTE: Not all of them, I have updated affected changes in #1219. Trash, quest, cheats are still nice to haves, but I don't see working on that in near future. Before posting bugs check #1219 and write there. As I said, I dont plan to implement certain things in near future, but I am more than willing to fix bugs that crash server if they happen ASAP. <!-- 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. --> ## 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. Enter ICC Test Bosses bis ICC command type bisicc into party chat or whisper and bots will reply and equip gear - Any required setup (e.g. multiple players, number of bots, specific configuration). NOTE: If server crash, bots will sometimes drop ICC strategy even though they are in ICC, simply re enter or write /p nc +ICC to re enable. NOTE: addons that mark icons during fight could break bots, since icons are used for RTI by bots NOTE: I did not use any raiding addons besides unbot and multibot to control bots NOTE: In theory everything should work wihout ICC buff from world cfg, and ICC cheats from playerbots cfg, didnt test it, didnt try, its too hard core for hc mode to go raw, but it should be possible good luck :) NOTE: For normal about 5k gs should be enough to do most bosses. For HC T10 set + ICC 25 nm or HC gear + gems + enchants + buffs from cfg for fun experience. NOTE: As player its good to know every strategy for Bosses, so that you can spot and help out with reset, follow, summon if bots seem stuck or are doing something strange, a lot of stuff is happening on most fights so expect some intervention with reset, summon, follow. 10 MAN 2-3 Healers, 2 Tanks, at least 1 hunter, at least one druid for bress (its not set in stone, but most success with this setup) 25 MAN 6-7 Healers, 2 tanks, at least 1 hunter, at least 3-4 druids for bress (its not set in stone, but most success with this setup) - Expected behavior and how to verify it. If requirements are met, bots should not struggle with killing bosses Compare to https://www.youtube.com/watch?v=nACyjn817iQ&t=460s --> ## 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 - - [X ] Minimal impact (**explain below**) In theory it should not impact, didnt test with hi bot count or large player count - - [ ] 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**) Impacts in raid, new actions, triggers Impacts with new bisicc cmd that will gear bots Everything should make it easier for maintenance since each boss is in seperate file now ## 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. --> AI was used for analyzing code for ac code standard violations, edits were made by me. It was used for fixing bugs, brainstorming and code generation (for complex math problems, such as dynamicaly kiting oozes around, assiging positions during multiple complex situations in rotface encouter. Everything was checked and tested multiple times until it was polished (to my abilites and understanding). It helped me to solve Malleable goo detection, defile, by hooking directly to boss in order to detect it, since it was detectable only by split second since it was not npc, spell or object. <!-- 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. --> I have not tested with multiple players, or large servers or with 3k+ bots --------- 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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|
2973083dda
|
RBAC sync (#2355)
<!--
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 -->
Implement RBAC Permission system in checks.
Claude flagged the following
PlayerbotMgr.cpp:751 <= SEC_PLAYER
SecurityCheckAction.cpp:27 == SEC_PLAYER
In these two cases a moderator level account has access to these
commands. This was preserved in PR. The question is whether mods should
maintain the override.
## 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?
- - [ ] 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.
-->
<!--
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.
-->
|
||
|
|
61dbae19dc
|
Fix for lfg command (#2379)
<!--
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 -->
Fix for `lfg` to include healers in invitations and requester role.
## 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.
-->
Use command `/1 lfg 40` on server which contains correct amount of bots
possible to be invited. Such group should be create.
## 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?
- - [ ] 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.
-->
To identify reason.
<!--
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.
-->
|
||
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05aebfea46
|
Outfit database persist (#2378)
<!-- 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 --> Added storing outfit in database. Related with: #2239 ## 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. Invite altbot 2. Use command `outfit testcollection +[itemlink]` to add outfit collection and item 3. Check that is added `outfit ?` 4. Logout bot for example via multibot 5. Login bot 6. Check that is still added `outfit ?` ## 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? - - [ ] 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. --> To identify places to change. <!-- 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. --> Result after bot relogin: <img width="701" height="206" alt="obraz" src="https://github.com/user-attachments/assets/ea6c875a-65dd-4a01-9d35-381c8b374abd" /> |
||
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66d41e1d79
|
Feat: Selective reset to default of combat or non-combat strategies (#2365)
<!-- 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 |
||
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6b0df4ff6c
|
Fix ambiguous item parsing in bot text (#2356)
## Pull Request Description
This change fixes two cases of broken bot text with respect to inventory
items.
1. Reserved inventory qualifiers such as "mount," "food," "drink," etc.
no longer also trigger generic item name matching. I first noticed this
problem when my resto Shaman who had the "Mounting Vengeance" weapon in
her inventory would repeatedly give error messages of failing to use it
while mounting (because mounting also causes bots to use items that fit
the reserved "mount," which due to this bug, also caused bots to try to
use any item with "mount" in its name).
2. Custom cast output text no longer reports an inferred bag item as the
spell target for normal unit-targeted casts such as "cast chain heal on
Keleborn." There was a bug where the action would first parse the actual
target and then parse the spell text and then try to match the last word
of the string to a bag item (so the bot would say it was casting chain
heal on a healing potion, even though the heal was in fact cast
correctly on a player).
## Feature Evaluation
- Describe the **minimum logic** required to achieve the intended
behavior.
- Add a reserved-qualifier check in InventoryAction::parseItems() so
reserved selectors do not also run through FindNamedItemVisitor.
- In custom cast output text, choose the displayed target based on the
actual target type already resolved for the cast.
- It does not change mount selection behavior itself.
- It does not add new spell-target parsing rules.
- Describe the **processing cost** when this logic executes across many
bots.
- None.
## How to Test the Changes
Reserved qualifiers:
1. Give a bot in your party the "Mounting Vengeance" weapon.
2. Mount up, and the bot should mount too without saying anything
(before the fix, the bot would say it is using the weapon and that the
item was not found).
Spell cast text:
1. Give a bot an inventory item whose name overlaps with part of a spell
name, such as a healing potion.
2. Command a bot to cast some heal on a player.
3. The bot should cast the spell on the intended player (as was the case
previously), and the status text names the player instead of the
inventory item.
## 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**)
- 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**)
Very minor changes. InventoryAction gets one explicit reserved-qualifier
guard. Custom cast text selection becomes more explicit about which
target type should be displayed.
## AI Assistance
Was AI assistance used while working on this change?
- [ ] No
- [x] Yes (**explain below**)
GPT-5.4 was used to trace the relevant code paths for the errors and
propose the changes.
## 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
---------
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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b8ff5996f8
|
Flying mount fixes and self-bot (#2351)
<!--
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 -->
This PR does a few things.
1. Enable Selfbots to mount up. Because they have masters, but are their
own masters, they would never mount up because their master never
mounted.
2. Fix flag state handling after processing the aura change.
3. Add in the Dismount packet handler. This is intended to implement
fall animations and have bots touch the ground when dismounting instead
of floating off the ground. (It was cleared anyway after the first move,
but this should make it more seamless.)
## 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.
-->
self bot should mount up, and select area appropriate mounts.
Bots in your team should mount up, and on your dismount properly snap to
the ground.
should test at low Z (<1.0 off the ground) and higher z (> 1.0 off the
ground)
## 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
- - [x] Minimal impact (**explain below**)
- - [ ] Moderate impact (**explain below**)
The processing of a fall path has some impact, but I dont think itll be
too much.
- Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)
Add natural falling when dismounting. May incurr fall damange....
- 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?
- - [ ] 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.
-->
Comparison of code bases, searching for flags, adding diagnostic
logging, and processing of said logging.
iterating and brainstorming.
Code was also written, but fully reviewed by me, and fixed where
appropriate.
<!--
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: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
|
||
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826887133d
|
Exclude Invalid Weapons from Shaman Enchants & Refactor Temporary Enchant Spellcasting (#2345)
<!-- 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 --> Fix for issue #2343 I excluded the MISC and FISHING POLE weapon subclasses from weapon enchants. MISC includes the entry profession "weapons" (skinning knife, mining pick, blacksmithing hammer, arclight spanner) and some other crap that I suspect is not enchantable, but even if it is there's no good reason to do so (like Brewfest steins). The subclass doesn't include weapons that can be used for professions but you might actually want to use for fighting (like Finkle's Skinner). To clean things up overall, I removed the intermediate class CastEnchantItemAction between CastSpellAction and CastEnchantItemMainHandAction and CastEnchantItemOffHandAction. CastEnchantItemAction is not doing anything helpful that can't easily be replicated in the MH/OH classes, and I can't think of any future reason for keeping CastEnchantItemAction. I also brought the CanCastSpell check into the MH/OH classes--previously it just wasn't run for the weapon enchant spells, and I can't think of any good reason why it shouldn't be. I also added Execute functions to both CastEnchantItemMainHandAction and CastEnchantItemOffHandAction so they actually directly cast the enchant on the specified hand instead of running through CastSpellAction's Execute (and thus going through item for spell). I wasn't having problems with the wrong hand being applied under the prior approach, but this is a more direct and better approach anyway. Other changes are just formatting. ## 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. The new path is very similar to the old one but just adds a check that is common to all spells and early returns to avoid invalid results. ## 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. Log into a Shaman and activate selfbot 2. Check to make sure the correct enchantments are applied (e.g., MH Windfury and OH Flametongue for a dual-wielding Enhancement Shaman) 3. Equip a profession weapon such as a skinning knife and make sure the Shaman does not attempt to enchant 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? - - [ ] No - - [x] Yes (**explain why**) This just stops Shamans from trying to enchant stuff that they can't. - 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? - - [ ] 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. --> I kicked around some ideas with GPT-5.4 with respect to the refactoring aspect of the PR after I had fixed the bug. <!-- 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. --> |
||
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ccce14238e
|
Core Update, change to DeserterCheck and signature (#2354)
<!-- 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 --> Required change for https://github.com/azerothcore/azerothcore-wotlk/pull/24641 ## 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. --> |
||
|
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063eabc16e
|
Spam guild fix (#2341)
<!-- 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 --> Removed messages in failed attempts of buying tabard. Related with: #1885 ## 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. --> Invite bot with guild strategy. Spam should not appear. ## 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. --> |
||
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4a79a46da5
|
Add argument "all" to "rep" command and new "emblems" command (#2035)
## Summary - restrict `reputation all` to a curated list of WotLK/BC/Classic faction IDs (filtered by team) - reuse a shared formatter for reputation lines - add an `emblems` chat command to report emblem counts ### Multibot will need a update <img width="420" height="131" alt="image" src="https://github.com/user-attachments/assets/bedf9dd8-e8de-465f-96d0-f9c2f1dacfc1" /> <img width="601" height="623" alt="image" src="https://github.com/user-attachments/assets/1edde264-baed-4cfb-a401-208bea189139" /> <img width="670" height="661" alt="image" src="https://github.com/user-attachments/assets/a70e2174-dd1d-4e14-b6e4-2938c26ccb29" /> <img width="650" height="48" alt="image" src="https://github.com/user-attachments/assets/241e332a-23ce-4d81-be53-4d83e10d246a" /> --------- 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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4bd5a9b89c
|
Crash Fix. Queue arena packet instead of handle directly. (#2331)
<!--
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 -->
Have arenas follow the same path as battlegrounds when queueing .
Intended to to resolve discord user crash.
## 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.
-->
|
||
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|
ad8e8444d1
|
clean up for DropQuestAction (#2326)
<!--
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 -->
I was getting annoyed by the constant "No event owner detected" message
after I enabled bot debugging messaging.
And then I figured that there is no reason that maintenance should
trigger this action every 5 seconds. So I swapped it to seldom, so it
runs every 5 mins. More Performance!
## 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.
-->
|
||
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ed0a21eefa
|
GetGrave fix (#2320)
<!-- 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 --> Added missing races in GetGrave method Related with: #2220 ## 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. Group with bot in starting zone for dranei or blood elf 2. Kill bot. 3. Use command `release` and `revive` 4. Watch which graveyard will be used ## 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. --> Stability test: <img width="1014" height="191" alt="obraz" src="https://github.com/user-attachments/assets/036a836f-c611-4cc3-832f-7813b91754e8" /> |
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b6408ca602
|
Fix: Prevent infantry auto attack when IsInVehicle (#2319)
<!--
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 -->
While testing vehicle combat in Wintergrasp, I was near two opposing
vehicles. They were right on top of each other, and I was hearing the
sounds of infantry melee attack. It looks like their auto-attack was on.
I had thought the check in
[GenericActions](
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866a73dfbf
|
Clean up unused variables (#2268)
<!--
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 -->
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.
-->
<!-- 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
<!--
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.
-->
- Does this change add bot messages to translate?
- - [x] No
- - [ ] Yes (**list messages in the table**)
| Message key | Default message |
| --------------- | ------------------ |
| | |
| | |
## 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.
-->
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.
-->
|
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19249e90a0
|
Pull strategy migration (#2310)
<!--
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 -->
Pull strategy migration from cmangos for tank specializations
## 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. Invite bot tank
2. Use `reset boAI` or `nc +pull,+pull back` + `co +pull,+pull back`
3. Order bot to pull using command `pull my target` or `pull rti target`
4. Bot should run to mob, use ranged skill and back to point where he
started pull
Without `pull back` strategy bot run to mob, use ranged skill and wait
on mob until he come to bot
## 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?
- - [ ] 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.
-->
Help with migration and solving some problems
<!--
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.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
Stability test after randomize new bots
<img width="465" height="172" alt="obraz"
src="https://github.com/user-attachments/assets/6e39a8c0-f23b-47cc-852a-71fa98044a31"
/>
---------
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
|
||
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937b4903bb
|
Fix Potential Dereference in AttackAction (#2308)
<!--
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 -->
AttackAction::Attack() uses target before checking it. This has never
historically been a problem for me, but yesterday it was somehow causing
me to crash every time I ordered a bot to attack. Rebuilding didn't
solve the issue so it didn't seem to be a bad build. The problem was
fixed by moving the target check to the beginning of the function.
I restored the function to its existing ordering today and tested again,
and somehow I don't crash anymore regardless. I'm confused as hell, but
regardless, this is a fix that should be made.
## 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.
-->
Order bots to "attack" a target.
## 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?
- - [ ] 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.
-->
I had GPT-5.4 try to help me identify the source of the crash. I
couldn't trace it to any particular PR, but it did identify the issue
that is the subject of this PR.
<!--
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>
|
||
|
|
7cc00e6283
|
Focus heal targets strategy migration (#2254)
<!--
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 -->
Migration for "focus heal targets" strategy which order healer to focus
only on specified targets
Commands:
`nc +focus heal targets`
`co +focus heal targets`
`focus heal +botName`
`focus heal -botName`
`focus heal ?`
## 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.
-->
- create bots party with at least one healer
- apply to healer strategy
- order healer focus on single bot
- start fight (for example with dummy)
- use `.damage 10000` to bots a watch which are healed directly and
which one only via aoe healing
## 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
<!--
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.
-->
- Does this change add bot messages to translate?
- - [ ] No
- - [x] Yes (**list messages in the table**)
| Message key | Default message |
| --------------- | ------------------ |
focus_heal_not_healer | I''m not a healer or offhealer (please change my
strats to heal or offheal)
focus_heal_provide_names | Please provide one or more player names
focus_heal_no_targets | I don''t have any focus heal targets
focus_heal_current_targets | My focus heal targets are %targets
focus_heal_cleared | Removed focus heal targets
focus_heal_add_remove_syntax | Please specify a + for add or - to remove
a target
focus_heal_not_in_group | I''m not in a group
focus_heal_not_in_group_with | I''m not in a group with %player_name
focus_heal_added | Added %player_name to focus heal targets
focus_heal_removed | Removed %player_name from focus heal targets
## 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.
-->
OpenCode, to help migrate strategy
## Final Checklist
- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
From tests:
<img width="515" height="471" alt="obraz"
src="https://github.com/user-attachments/assets/ed6a2bce-e3b1-4fce-ba6f-1a2b10673c61"
/>
Its optional strategy mostly for raiders then performance is not a
issue.
---------
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
|
||
|
|
51a0d643b6
|
Crashfix for wait for attack (#2303)
<!--
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 -->
Fixed crash related with setting height for new best safe spot.
## 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. Create raid group
2. Go to Molten Core
3. Add wait for attack strategy to bot and set time
4. Attack mob
5. If bot/bots will wait set time and server dont crash then is ok
## 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?
- - [ ] 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.
-->
To find existing method which safetly get height for specific point.
<!--
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.
-->
|
||
|
|
03db0c34b2 | improving RPG traveland minimize wierd path selections but still happen | ||
|
|
cd16f6baf1 | z-axe clamping to prevent clipping throught the map | ||
|
|
15bf0ab427
|
Fix Shaman Weapon Enchants & Cure Toxins/Cleanse Spirit (#2234)
<!-- 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 --> 1. I've been having persistent issues with Enhancement Shamans sometimes applying Rockbiter to both weapons instead of MH Windfury and OH Flametongue. Rockbiter is the alternative for Flametongue and, through Flametongue, the alternative for Windfury. But there seemed to be no obvious reason why a Shaman that had all three abilities would ever use Rockbiter, which costs more mana than Windfury and Flametongue. Claude's take on it is that there is instability from ItemForSpellValue related to its poor way of distinguishing handedness, in addition to it having a 1-second cache, which can cause in some scenarios stale caches for the action running on each hand back-to-back. I still can't say I fully understand why the issue exists, but the most straightforward fix that should prevent this from happening is to just have separate mainhand and offhand actions for each enchant. So that's what this PR does. The relevant ActionNodes are now: - The MH-specific chain for Enhancement is WF -> FT -> RB. In practice, Enhancement should never apply RB because all Shamans under level 10 (when FT is learned) are considered Elemental. The FT -> RB node is just for Elemental. - The MH-specific Resto chain (not that Resto can dual-wield) is EL -> FT -> RB. Againt, FT -> RB is just for Elemental. - OH for Enhancement is only FT. You cannot be Enhancement before level 10, nor can Enhancement dual-wield before level 40, so no alternative is needed. 3. I commented out Frostbrand Weapon actions/triggers because the ability is not included in any strategy. I didn't delete the code because in the future somebody might want to implement it as I understand it can be useful for Enhancement Shamans in PvP. 4. Shamans are coded to use "cure poison" and "cure disease", which do not exist in WotLK, having been combined into Cure Toxins. Wishmaster has PR #1844 that has been open on this for a long time, but I decided to correct the abilities here anyway as he was going for a more limited approach, and I decided to rename all the actions and redo the structure to rely on ActionNode alternatives, which is pretty much the exact framework that should be used for this type of situation w/r/t bots. Now, Shamans prefer Cleanse Spirit (Resto talent, which costs the same as Cure Toxins and also dispels curses), with an alternative of Cure Toxins (for poisons and disease only). I tested this and it seems to work well. 5. I deleted empty ActionNodes. 6. I did some cleanup of formatting and such, but this is not intended to be a comprehensive refactor. ## 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. I've followed the general intended structure of class strategies with triggers and actions. The same triggers exist, just different actions are called based on the trigger that fires, so I don't think there should be any impact on performance. ## 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. --> The best way to get a grasp on if things work is probably to just do group play for a while with Shamans and make sure they apply the right enchants and properly cast Cleanse Spirit and Cure Toxins. ## 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**) Shamans previously did not cure poisons or disease at all, and now they do with the default "cure" strategy applied. - Does this change add new decision branches or increase maintenance complexity? - - [ ] No - - [x] Yes (**explain below**) One might say having separate actions per hand for enchants is somewhat more complex, but ultimately I think it is less confusing to keep those paths separate. ## Messages to Translate <!-- 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. --> Does this change add bot messages to translate? - - [x] No - - [ ] Yes (**list messages in the table**) | Message key | Default message | | --------------- | ------------------ | | | | | | | ## 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. --> I had Claude try to diagnose the weapon enchant issue. It proposed and provided the separate MH/OH WF/FT actions. The other things were easy enough for me to do. ## 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. --> --------- 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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ac99f45696
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Bugfix(issue-1878): floating players in certain conditions (#2245)
<!-- 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 https://github.com/mod-playerbots/mod-playerbots/issues/1878 https://www.youtube.com/shorts/-HO-OosP0oY ## 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**) ## Messages to Translate <!-- 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. --> - Does this change add bot messages to translate? - - [x] No - - [ ] Yes (**list messages in the table**) | Message key | Default message | | --------------- | ------------------ | | | | | | | ## 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. --> ## 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. --> --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> Co-authored-by: Revision <tkn963@gmail.com> Co-authored-by: kadeshar <kadeshar@gmail.com> |
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6db44b5296
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Will of the forsaken (#2231)
<!-- 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 --> Added Will of the Forsaken support. Made structure fix for affected files. Partially resolves: #2002 ## 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. --> - create/invite undead bot - start fight (you can use dummy target) - use `.aura 6215` to fear bot - bot should use "Will of the Forsaken" to remove debuff ## 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**) Undead bot use now "Will of the Forsaken" to remove charm, fear or sleep. - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) ## Messages to Translate <!-- 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. --> - Does this change add bot messages to translate? - - [x] No - - [ ] Yes (**list messages in the table**) | Message key | Default message | | --------------- | ------------------ | | | | | | | ## 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. --> OpenCode to review changes ## 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. --> <img width="325" height="77" alt="obraz" src="https://github.com/user-attachments/assets/729cfdf8-3742-457c-9278-7fcce824e6d0" /> --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> |
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bbd9d3e37a
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Wait for attack strategy migration (#2211)
## Pull Request Description Migration of "wait for attack" strategy from cmangos playerbots. Resolves: https://github.com/mod-playerbots/mod-playerbots/issues/990 ## Feature Evaluation Optional strategy for bots which are in party with real player. ## How to Test the Changes - add strategy to bot "nc +wait for attack" and "co +wait for attack" - set time via command "wait for attack time x" where x is time which they wait in seconds (you should get response from bot) - attack any target (for example dummy in main city)(bot should wait with attack) ## Impact Assessment - [ ] No, not at all - [x] Minimal impact (**explain below**) - [ ] Moderate impact (**explain below**) Performance wise only bots having this optinal strategy have additional cost in multiplier which check every attack action that should be execute. - 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 Does this change add bot messages to translate? - [ ] No - [x] Yes (**list messages in the table**) | Message key | Default message | | --------------- | ------------------ | 1740 | Please provide a time to set (in seconds) 1741 | Please provide valid time to set (in seconds) between 0 and 99 1742 | Wait for attack time set to %new_time seconds ## AI Assistance 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. --> Copilot CLI - help with migration ## 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. --> |
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9f875a7c81
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CoreUpdate - ThreatMgr (#2228)
<!--
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 -->
Modification to threat system required for current core update PR.
## 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**)
## Messages to Translate
<!--
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.
-->
Does this change add bot messages to translate?
- - [x] No
- - [ ] Yes (**list messages in the table**)
| Message key | Default message |
| --------------- | ------------------ |
| | |
| | |
## 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.
-->
Claude. Module search for changes made. It also identified a section of
dead code in EnemyPlayerValue due to incorrect ref that was fixed.
## 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.
-->
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c6a07ad012
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Every Man for Himself racial support (#2198)
# Pull Request Added Every Man for Himself racial support Partially resolves: https://github.com/mod-playerbots/mod-playerbots/issues/2002 --- ## How to Test the Changes - when human bot is in combat apply aura via command `.aura 20066` - bot should use "Every Man for Himself" to remove aura ## 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? - - [ ] No - - [x] Yes (**explain why**) Human bots now using "Every Man for Himself" by default where in combat If this introduces more advanced or AI-heavy logic: - - [x] Lightweight mode remains the default - - [x] 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? - - [ ] No - - [x] Yes (**explain below**) Copilot CLI to review changes --- ## 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 Test result: <img width="358" height="97" alt="obraz" src="https://github.com/user-attachments/assets/66044a93-d73b-4706-ae2f-ea8ae6e25438" /> |
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957eca0263
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Feat. Enable multi node flying, and refactor into travel manager (#2156)
# Pull Request Feature - Enable multi node flying for bots - Bots currently only do node to node flying. This PR makes it so they can connect multiple noted. -- This is enabled by sending a vector containing the node sequence instead of a single destination node -- To minimize the run-time cost of searching for available nodes and connection, a cache of all possible connections is prepared at start up using a BFS search algorithm. Refactor - Move all world destination logic (cities, banks, inns) to existing Travel manager - Eliminate flightmastercache and integrate to new manager - replace SQLs calls with in-memory data search by core - Add in new map that stores creature areas by template. Clean up - Move other rpg files to related folder. (Next steps) The selection for where bots fly to should be smarter than it is. Instead of trying to determine where a bot can go, it should first decide where it should go, and then identify the correct way to get there. --- ## Feature Evaluation Please answer the following: - Describe the **minimum logic** required to achieve the intended behavior? - Describe the **cheapest implementation** that produces an acceptable result? - Describe the **runtime 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, 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**) The call itself is fairly infrequent, and although now there are a greater number of paths available for the bots, I dont think it would be significant. ## Defaults & Configuration Does this change modify default bot behavior? - - [ ] No - - [x] 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? - - [ ] No - - [x] Yes (**explain below**) Gemini first suggested the use of a BFS algorithm. This was rewritten by me to actually work as intended. Verification by additional logging not present in final code. Claude code converted the SQL filtering to the atrocious if statements found in PrepareDestinationCache, but after verifying them it works. If there are better ways to do this Im open to it. --- ## 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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2ce8993986
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Correct Loot rolling behavior (#2190)
# Pull Request This fixes the loot rolling behavior issue created by #2068 . Introduce the ability for enchanter bots to disenchant items they dont need, and roll need on recipes they also need. Make it so ITEM_USAGE_AH ensures the item is not BOP. Try to reduce the call for item_usage in CalculateRollVote by passing usage if available. --- ## Design Philosophy We prioritize **stability, performance, and predictability** over behavioral realism. Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and long-term robustness. Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all participants. Because every action and decision tree is executed **per bot and per trigger**, even small increases in logic complexity can scale poorly and negatively affect both players and world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a project goal. Increased behavioral realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead. Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and maintained continuously as the system evolves. If advanced or AI-intensive behavior is introduced, the **default configuration must remain the lightweight decision model**. More complex behavior should only be available as an **explicit opt-in option**, clearly documented as having a measurable performance cost. Principles: - **Stability before intelligence** A stable system is always preferred over a smarter one. - **Performance is a shared resource** Any increase in bot cost affects all players and all bots. - **Simple logic scales better than smart logic** Predictable behavior under load is more valuable than perfect decisions. - **Complexity must justify itself** If a feature cannot clearly explain its cost, it should not exist. - **Defaults must be cheap** Expensive behavior must always be optional and clearly communicated. - **Bots should look reasonable, not perfect** The goal is believable behavior, not human simulation. Before submitting, confirm that this change aligns with those principles. --- ## Feature Evaluation Please answer the following: - Describe the **minimum logic** required to achieve the intended behavior? -- Add a new check that downgrades greed rolls to desired levels, or bools for the other two options. - Describe the **cheapest implementation** that produces an acceptable result? -- As implemented. - Describe the **runtime cost** when this logic executes across many bots? -- Same as before. Item usage is the heaviest part, and that hasnt changed to accommodate this. --- ## How to Test the Changes - multiple bots in a group with group loot on, do a dungeon or something. One bot should be an enchanter. ## Complexity & Impact Does this change add new decision branches? - - [ ] No - - [x] 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? - - [ ] No - - [X] Yes (**explain why**) - - - Corrects the looting behavior to original design. If this introduces more advanced or AI-heavy logic: - - [ ] Lightweight mode remains the default - - [X] 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. |
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ca19548cc5
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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> |
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ca9f23a8e3
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Fix/Defensive: Prevent division by zero in MovementActions (#2185)
Added a check to prevent division by zero for orphaned raid groups. # Pull Request If a bots somehow ends up alone in a raid group, this can divide by zero and freeze the server. --- ## Design Philosophy We prioritize **stability, performance, and predictability** over behavioral realism. Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and long-term robustness. Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all participants. Because every action and decision tree is executed **per bot and per trigger**, even small increases in logic complexity can scale poorly and negatively affect both players and world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a project goal. Increased behavioral realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead. Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and maintained continuously as the system evolves. If advanced or AI-intensive behavior is introduced, the **default configuration must remain the lightweight decision model**. More complex behavior should only be available as an **explicit opt-in option**, clearly documented as having a measurable performance cost. Principles: - **Stability before intelligence** A stable system is always preferred over a smarter one. - **Performance is a shared resource** Any increase in bot cost affects all players and all bots. - **Simple logic scales better than smart logic** Predictable behavior under load is more valuable than perfect decisions. - **Complexity must justify itself** If a feature cannot clearly explain its cost, it should not exist. - **Defaults must be cheap** Expensive behavior must always be optional and clearly communicated. - **Bots should look reasonable, not perfect** The goal is believable behavior, not human simulation. Before submitting, confirm that this change aligns with those principles. --- ## Feature Evaluation Please answer the following: - Describe the **minimum logic** required to achieve the intended behavior? - Describe the **cheapest implementation** that produces an acceptable result? - Describe the **runtime cost** when this logic executes across many bots? This is the simplest and cheapest way to implement this fix. --- ## 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 The fix is a self-evident defensive measure. ## 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? - - [ ] No - - [x] Yes (**explain below**) Core dump logs analysis to find this problem. 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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18bd655869
|
Restore Naxx Strategies without core dependencies (#2031)
### Summary This PR restores the Naxxramas raid strategies that were removed in commit 686fe513b25bbb20ccfcc89f08ee8c4b498a263e . The reintroduced logic is core‑friendly (no AzerothCore script headers or internal boss AI/EventMap dependencies), and the Naxxramas actions have been refactored into per‑boss files for better maintainability. ### Motivation The previous removal was meant to avoid core modifications and unblock upstreaming. This PR brings the strategies back while adhering to that requirement, using only observable state and mod‑playerbots helpers. ### What’s included - Re‑enabled the Naxxramas strategies previously removed. - Replaced core script header dependencies with observable checks (auras, casts, unit flags, flight state, etc.). - Split the Naxxramas action logic into per‑boss source files to avoid a “god file” and ease future maintenance. - Minor, non‑intrusive behavior improvements aligned with existing helpers. ### Future work Some strategies may still require refinement or more advanced handling later. This PR focuses on restoring the baseline logic without core dependencies, while keeping changes minimal and safe. **Any contributions are welcome to further improve and fine‑tune the Naxxramas strategies.** ### Testing Tested in some Naxx boxx. No server crash and boss killed :D Note: I'll make another PR with revised scripts when this one are merged --------- 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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b7b67e0fd9
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Feat/Fix: Expand follower bot flightmaster distance search and use correct config patterns (#2140)
# Pull Request Feat: A common problem I have with follower bots is that if I quickly run up to a flightmaster and select a destination, as I go on my way, the bots can't get on a damn bird and say "Cannot find any flightmaster to talk". Guy was 8 yards away and they're completely blind to him. This is because when you select a destination, at that moment the bot would check `GetNPCIfCanInteractWith` from core, which uses `INTERACTION_DISTANCE`, which is defined as 5.5 yards. So the bot has to have caught up with you to be within 5.5 yards of the flightmaster. This PR expands that distance to use our own `sPlayerbotAIConfig.farDistance`, which is by default set to 20 yards. So just as long as bots have caught up to be within 20 yards from the flightmaster, they will follow you. Fix: While I was doing this, I noticed that the timings for bot flight staggering (introduced in #1281) are defined in TaxiAction and PlayerbotAIConfig. So I removed their definitions from TaxiAction, made proper calls to the configs, and renamed them to similar format that other configs use. --- ## Design Philosophy We prioritize **stability, performance, and predictability** over behavioral realism. Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and long-term robustness. Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all participants. Because every action and decision tree is executed **per bot and per trigger**, even small increases in logic complexity can scale poorly and negatively affect both players and world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a project goal. Increased behavioral realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead. Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and maintained continuously as the system evolves. If advanced or AI-intensive behavior is introduced, the **default configuration must remain the lightweight decision model**. More complex behavior should only be available as an **explicit opt-in option**, clearly documented as having a measurable performance cost. Principles: - **Stability before intelligence** A stable system is always preferred over a smarter one. - **Performance is a shared resource** Any increase in bot cost affects all players and all bots. - **Simple logic scales better than smart logic** Predictable behavior under load is more valuable than perfect decisions. - **Complexity must justify itself** If a feature cannot clearly explain its cost, it should not exist. - **Defaults must be cheap** Expensive behavior must always be optional and clearly communicated. - **Bots should look reasonable, not perfect** The goal is believable behavior, not human simulation. Before submitting, confirm that this change aligns with those principles. --- ## Feature Evaluation Please answer the following: - Describe the **minimum logic** required to achieve the intended behavior? - Describe the **cheapest implementation** that produces an acceptable result? - Describe the **runtime cost** when this logic executes across many bots? Changes here use a minimal amount of code to accomplish the objective, including using pre-defined distance values rather than creating new ones. Changes have no effect on processing. --- ## How to Test the Changes For expanding flightmaster search distance: You will be using the `stay` command. A bot commanded to `stay` will still take a flight with you, if it is near a flightmaster. So you can use the command to position the bot exactly where you want it to be 1. Place your follower bot immediately next to the flightmaster 2. Take a flight and the bot should follow. Nothing new here 3. Place the bot about 12 yards away from flightmaster. 4. Take a flight and the bot should follow. Same as before. 5. Repeat again, but this time place the bot 22 yards away. It should not follow you and instead say "Cannot find any flightmaster to talk" 6. The change should work correctly with `InstantFlightPaths = 0` in worldserver.conf, or if it's set to 1/2 and bots can instantly fly. For the config of staggering: 1. Make sure `InstantFlightPaths = 0` in worldserver.conf. 2. Change the timings in playerbots.conf under the `# FLIGHTPATH` section. 3. Changes should be correctly reflected in world. ## 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**) Follower bots search a slightly bigger distance for nearby flightmasters. If this introduces more advanced or AI-heavy logic: - - [x] Lightweight mode remains the default - - [x] 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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8519b10d39
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Fix movenearwateraction isUseful (#2168)
# Pull Request Minor sign change to make check work properly. --- ## Design Philosophy We prioritize **stability, performance, and predictability** over behavioral realism. Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and long-term robustness. Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all participants. Because every action and decision tree is executed **per bot and per trigger**, even small increases in logic complexity can scale poorly and negatively affect both players and world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a project goal. Increased behavioral realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead. Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and maintained continuously as the system evolves. If advanced or AI-intensive behavior is introduced, the **default configuration must remain the lightweight decision model**. More complex behavior should only be available as an **explicit opt-in option**, clearly documented as having a measurable performance cost. Principles: - **Stability before intelligence** A stable system is always preferred over a smarter one. - **Performance is a shared resource** Any increase in bot cost affects all players and all bots. - **Simple logic scales better than smart logic** Predictable behavior under load is more valuable than perfect decisions. - **Complexity must justify itself** If a feature cannot clearly explain its cost, it should not exist. - **Defaults must be cheap** Expensive behavior must always be optional and clearly communicated. - **Bots should look reasonable, not perfect** The goal is believable behavior, not human simulation. Before submitting, confirm that this change aligns with those principles. --- ## Feature Evaluation Please answer the following: - Describe the **minimum logic** required to achieve the intended behavior? - Describe the **cheapest implementation** that produces an acceptable result? - Describe the **runtime 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, 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: - - [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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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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e7d5eaabac
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Make playerbots compatible with latest refactoring done on azerothcore (#2158)
# Pull Request When integrating latest changes from https://github.com/azerothcore/azerothcore-wotlk into https://github.com/mod-playerbots/azerothcore-wotlk/tree/Playerbot you will face some compiling issues due to refactoring. That PR does not change any of the logic, but implements needed changes to be compatible again --- ## Design Philosophy We prioritize **stability, performance, and predictability** over behavioral realism. Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and long-term robustness. Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all participants. Because every action and decision tree is executed **per bot and per trigger**, even small increases in logic complexity can scale poorly and negatively affect both players and world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a project goal. Increased behavioral realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead. Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and maintained continuously as the system evolves. If advanced or AI-intensive behavior is introduced, the **default configuration must remain the lightweight decision model**. More complex behavior should only be available as an **explicit opt-in option**, clearly documented as having a measurable performance cost. Principles: - **Stability before intelligence** A stable system is always preferred over a smarter one. - **Performance is a shared resource** Any increase in bot cost affects all players and all bots. - **Simple logic scales better than smart logic** Predictable behavior under load is more valuable than perfect decisions. - **Complexity must justify itself** If a feature cannot clearly explain its cost, it should not exist. - **Defaults must be cheap** Expensive behavior must always be optional and clearly communicated. - **Bots should look reasonable, not perfect** The goal is believable behavior, not human simulation. Before submitting, confirm that this change aligns with those principles. --- ## Feature Evaluation Please answer the following: - Describe the **minimum logic** required to achieve the intended behavior? - Describe the **cheapest implementation** that produces an acceptable result? - Describe the **runtime 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, 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: - - [ 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 Please doublecheck if none of the timing-logic (migration from uint32 to microseconds) has been changed --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> Co-authored-by: bash <hermensb@gmail.com> |
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1f3d11d1c4
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Stage2 refactor switch custom calculations by core helpers clean (#2127)
# Pull Request This change replaces a few manual distance calculations in `WorldPosition` with AzerothCore distance helpers. The goal is to reduce duplicated math, keep behavior consistent with core utilities, and avoid reimplementing logic that already exists in the core. --- ## Design Philosophy We prioritize **stability, performance, and predictability** over behavioral realism. Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and long-term robustness. Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all participants. Because every action and decision tree is executed **per bot and per trigger**, even small increases in logic complexity can scale poorly and negatively affect both players and world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a project goal. Increased behavioral realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead. Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and maintained continuously as the system evolves. If advanced or AI-intensive behavior is introduced, the **default configuration must remain the lightweight decision model**. More complex behavior should only be available as an **explicit opt-in option**, clearly documented as having a measurable performance cost. Principles: - **Stability before intelligence** A stable system is always preferred over a smarter one. - **Performance is a shared resource** Any increase in bot cost affects all players and all bots. - **Simple logic scales better than smart logic** Predictable behavior under load is more valuable than perfect decisions. - **Complexity must justify itself** If a feature cannot clearly explain its cost, it should not exist. - **Defaults must be cheap** Expensive behavior must always be optional and clearly communicated. - **Bots should look reasonable, not perfect** The goal is believable behavior, not human simulation. Before submitting, confirm that this change aligns with those principles. --- ## Feature Evaluation Please answer the following: - Describe the **minimum logic** required to achieve the intended behavior? Use existing core distance helpers instead of manual math, keeping the logic localized to `WorldPosition`. - Describe the **cheapest implementation** that produces an acceptable result? Directly call `GetExactDist`, `GetExactDist2d`, and `GetExactDist2dSq` where appropriate. - Describe the **runtime cost** when this logic executes across many bots? No additional cost; the helper calls replace equivalent math and avoid extra intermediate objects. --- ## How to Test the Changes - Step-by-step instructions to test the change - Build the module and run existing bot scenarios that rely on `WorldPosition` distance checks. - Verify no behavioral regressions in travel-related logic. - Any required setup (e.g. multiple players, bots, specific configuration) - Standard server + mod-playerbots setup. - Expected behavior and how to verify it - Distances computed in travel logic remain identical; no gameplay change expected. ## 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 - - [x] 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 - - [ ] Documentation updated if needed --- ## Notes for Reviewers This is a localized refactor that replaces manual distance math with core helpers for consistency and maintainability. No behavioral change is expected. --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> |
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629aa19dbd
|
Add aggressive non combat targeting strategy (#2117)
# Pull Request Tired of failing that escort quest because your bots stood and watched while the escort npc got swarmed and killed? Tired of your bots standing around doing nothing while the npc you are supposed to be guarding for 5 minutes is getting attacked? Don't want to use the grind strategy because it is too heavy-handed and has too many restrictions? Look no further! Just do "nc +aggressive" and your bots will pick a fight with anything they can in a 30 yard radius. The aggressive targetting is a stripped down version of the grind target. ## Feature Evaluation Please answer the following: - Describe the **minimum logic** required to achieve the intended behavior? Add a strategy, action, and targetting that will cause bots to attack nearby enemies when out of combat. - Describe the **cheapest implementation** that produces an acceptable result? Hopefully this is the cheapest. - Describe the **runtime cost** when this logic executes across many bots? Minimal runtime cost as this strategy needs to be added specifically to bots. --- ## How to Test the Changes - Add a bot to party, or use selfbot - Give them the aggressive strategy via "nc +aggressive" - They should attack anything within 30 yards. - If it is a bot with a master, the 30 yards should be centered around the master not the bot (prevent chaining from enemy to enemy) ## Complexity & Impact Does this change add new decision branches? ``` [] No [x] Yes (**explain below**) Only for bots that have the added strategy, adds decision to attack nearby targets when out of combat. ``` Does this change increase per-bot or per-tick processing? ``` [] No [x] Yes (**describe and justify impact**) Minimal increase to only bots that have this strategy added. ``` 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? ``` [ ] No [x] Yes (**explain below**) ``` Claude is used to explore the codebase to find similar implementations to be used for examples. --- ## 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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2f7dfdbbfc
|
Fix rest of trainers' related stuff + codestyle changes and corrections (#2104)
# Pull Request
* Fix the rest of the trainer-related functionality: list spells and
learn (cast vs. direct learn) spells.
* Rewrite `TrainerAction`: split the logic between appropriate methods
(`GetTarget`, `isUseful`, `isPossible`) instead of pushing everything
inside a single `Execute` method.
* Change method definitions to remove unnecessary declarations and
parameters overhead.
* Move the `Trainer` header into the implementation. Rewrite
`RpgTrainTrigger` to fit the original logic and move all validation to
`RpgTrainAction` (`isUseful` + `isPossible`).
* Implement "can train" context value calculation to use with
`RpgTrainTrigger`.
* Update and optimize "train cost" context value calculation -- it
should be much faster.
* Replace `AiPlayerbot.AutoTrainSpells` with
`AiPlayerbot.AllowLearnTrainerSpells` and remove the "free" value
behavior — please use `AiPlayerbot.BotCheats` if you want bots to learn
trainer's spells for "free".
* Add `nullptr` checks wherever necessary (only inside targeted
methods/functions).
* Make some codestyle changes and corrections based on the AC codestyle
guide.
---
## Design Philosophy
We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.
Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.
Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.
Principles:
- **Stability before intelligence**
A stable system is always preferred over a smarter one.
- **Performance is a shared resource**
Any increase in bot cost affects all players and all bots.
- **Simple logic scales better than smart logic**
Predictable behavior under load is more valuable than perfect decisions.
- **Complexity must justify itself**
If a feature cannot clearly explain its cost, it should not exist.
- **Defaults must be cheap**
Expensive behavior must always be optional and clearly communicated.
- **Bots should look reasonable, not perfect**
The goal is believable behavior, not human simulation.
Before submitting, confirm that this change aligns with those
principles.
---
## How to Test the Changes
Force bots to learn spells from trainers using the chat command `trainer
learn` or `trainer learn <spellId>`. Bots should properly list available
spells (`trainer` command) or learn them (based on configuration and
command).
## 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.
---------
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
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d1cac8d027
|
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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80aeeda0e8
|
Flying, waterwalking, swimming movement optimizations and transition fixes. (#2134)
# Pull Request **Fixes and optimizations for flying, water walking, swimming**: * optimized triggers * ensuring movement flag updates only happen between actual transitions states * fly bug fix; fly with bots following with stay command midair, fly down and dismount yourself, follow command and now the bots fall instead of lingering around in the air) * updated z-axes correction for water walking and bots (for real players this is handled client-side) * added lift off movement for more stabile transition from ground(level) to flying **Tested**: * Test all transitions; water walk, swimming, swimming, walking, mounting while water walking etc. * Flying with bots and fly master routes * Movement flag updates only occur during transitions **Known issues**: transition between water walking, swimming and back again, in most cases the bots will stay under the waterline instead of jumping on the z axes on water level. (will fix that another time) --- ## Design Philosophy We prioritize **stability, performance, and predictability** over behavioral realism. Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and long-term robustness. Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all participants. Because every action and decision tree is executed **per bot and per trigger**, even small increases in logic complexity can scale poorly and negatively affect both players and world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a project goal. Increased behavioral realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead. Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and maintained continuously as the system evolves. If advanced or AI-intensive behavior is introduced, the **default configuration must remain the lightweight decision model**. More complex behavior should only be available as an **explicit opt-in option**, clearly documented as having a measurable performance cost. Principles: - **Stability before intelligence** A stable system is always preferred over a smarter one. - **Performance is a shared resource** Any increase in bot cost affects all players and all bots. - **Simple logic scales better than smart logic** Predictable behavior under load is more valuable than perfect decisions. - **Complexity must justify itself** If a feature cannot clearly explain its cost, it should not exist. - **Defaults must be cheap** Expensive behavior must always be optional and clearly communicated. - **Bots should look reasonable, not perfect** The goal is believable behavior, not human simulation. Before submitting, confirm that this change aligns with those principles. --- ## Feature Evaluation Please answer the following: - Describe the **minimum logic** required to achieve the intended behavior? - Describe the **cheapest implementation** that produces an acceptable result? - Describe the **runtime 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, bots, specific configuration) - Expected behavior and how to verify it Apply water walking effect on your bots, shaman or dk, and test all possible transitions and follow actions of the bots. water walking, swim, walk on land, swimming and walk without water walking effect/aura, fly mount from water, from ground, etc. ## 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 - - [x] 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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17b8d7f68b
|
Stage1 refactor world position method names (#2126)
# Pull Request This change replaces the non‑standard WorldPosition::getX/getY/getZ/getO/getMapId wrappers with the core getters (GetPositionX/Y/Z, GetOrientation, GetMapId) and removes the redundant wrappers. Goal: align the module with AzerothCore conventions, reduce local adapters, and improve long‑term maintainability. --- ## Design Philosophy This is a structural cleanup only (coordinate access) and does not alter any AI behavior or decision logic. It follows the stability/performance-first philosophy and does not add branches or extra runtime work. Before submitting: yes, this change aligns with the principles of stability, performance, and predictability. Principles: - **Stability before intelligence** A stable system is always preferred over a smarter one. - **Performance is a shared resource** Any increase in bot cost affects all players and all bots. - **Simple logic scales better than smart logic** Predictable behavior under load is more valuable than perfect decisions. - **Complexity must justify itself** If a feature cannot clearly explain its cost, it should not exist. - **Defaults must be cheap** Expensive behavior must always be optional and clearly communicated. - **Bots should look reasonable, not perfect** The goal is believable behavior, not human simulation. Before submitting, confirm that this change aligns with those principles. --- ## Feature Evaluation Please answer the following: - Minimum logic required: use core getters (GetPositionX/Y/Z, GetMapId, GetOrientation) wherever coordinates are needed. - Cheapest implementation: direct call replacement and removal of redundant wrappers. - Runtime cost: negligible (same data access, no additional logic). --- ## How to Test the Changes - No functional testing required (behavior‑neutral refactor). - Recommended: compile the module and run a normal server startup as validation. ## Complexity & Impact Does this change add new decision branches? - - [x] No - - [x] 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 - - [x] 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? - - [ ] No - - [x] Yes (**explain below**) If yes, please specify: - AI tool or model used: Copilot - Purpose of usage: Translate this PR text from french to English --- ## 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 is a core-friendly cleanup only, with no behavioral change. No additional logic or CPU cost is introduced. |
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a0a50204ec
|
Fix action validation checks: isUseful -> isPossible + codestyle fixes and corrections (#2125)
# Pull Request Fix the incorrect logic flaw when processing actions from different sources. It should be: `isUseful` -> `isPossible`. The original logic is based on the Mangosbot code and the impl presented inside `Engine::DoNextAction`. This should fix all wrong validation orders for triggers and direct/specific actions. Code style is based on the AzerothCore style guide + clang-format. --- ## Design Philosophy We prioritize **stability, performance, and predictability** over behavioral realism. Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and long-term robustness. Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all participants. Because every action and decision tree is executed **per bot and per trigger**, even small increases in logic complexity can scale poorly and negatively affect both players and world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a project goal. Increased behavioral realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead. Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and maintained continuously as the system evolves. If advanced or AI-intensive behavior is introduced, the **default configuration must remain the lightweight decision model**. More complex behavior should only be available as an **explicit opt-in option**, clearly documented as having a measurable performance cost. Principles: - **Stability before intelligence** A stable system is always preferred over a smarter one. - **Performance is a shared resource** Any increase in bot cost affects all players and all bots. - **Simple logic scales better than smart logic** Predictable behavior under load is more valuable than perfect decisions. - **Complexity must justify itself** If a feature cannot clearly explain its cost, it should not exist. - **Defaults must be cheap** Expensive behavior must always be optional and clearly communicated. - **Bots should look reasonable, not perfect** The goal is believable behavior, not human simulation. Before submitting, confirm that this change aligns with those principles. --- ## Feature Evaluation Please answer the following: - Describe the **minimum logic** required to achieve the intended behavior? - Describe the **cheapest implementation** that produces an acceptable result? - Describe the **runtime 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, 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**) 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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80b3823f12
|
Warnings PR 3, remove std::move when not necessary. (#2108)
# Pull Request
std::move was being used in a few places to return a vector. Its not
necessary. A direct return allows for some optimizations that moving
wouldnt.
## How to Test the Changes
-Bots should initialize correctly
## 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**)
---
## Final Checklist
- [ ] Stability is not compromised
- [ ] Performance impact is understood, tested, and acceptable
- [ ] Added logic complexity is justified and explained
- [ ] 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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e9e79ad696
|
Fix LootRollLevel=1 to match documented 'greed' behavior (#2068)
## Summary
Fixes `AiPlayerbot.LootRollLevel = 1` to actually behave as "greed" mode
per the config documentation.
## Problem
The config documentation states:
```conf
# Bots' loot roll level (0 = pass, 1 = greed, 2 = need)
# Default: 1 (greed)
AiPlayerbot.LootRollLevel = 1
```
However, level 1 was converting **all GREED votes to PASS**, causing
bots to pass on almost everything:
| Item Type | AI Decision | Level 1 Behavior (Before) | Expected |
|-----------|-------------|---------------------------|----------|
| Gear upgrade | NEED | GREED ✓ | GREED |
| Usable gear (not upgrade) | GREED | **PASS** ✗ | GREED |
| Crafting materials | GREED | **PASS** ✗ | GREED |
| Recipes, consumables | GREED | **PASS** ✗ | GREED |
The only items bots would greed on were direct gear upgrades (originally
NEED, downgraded to GREED).
## Root Cause
In `LootRollAction.cpp`, lines 104-107 were converting GREED to PASS:
```cpp
else if (vote == GREED)
{
vote = PASS; // This breaks "greed" mode
}
```
## Fix
Remove the GREED→PASS conversion. Level 1 now only downgrades NEED to
GREED (as intended), preserving GREED votes for useful items.
## Behavior After Fix
| Level | Description | Behavior |
|-------|-------------|----------|
| 0 | Pass | Always pass on all items |
| 1 | Greed | Greed on useful items, never need |
| 2 | Need | Full AI logic (need/greed/pass) |
## Test Plan
- [ ] Set `AiPlayerbot.LootRollLevel = 1`
- [ ] Kill mobs that drop crafting materials, recipes, or non-upgrade
gear
- [ ] Verify bots greed on useful items instead of passing
- [ ] Verify bots still pass on junk items
- [ ] Verify bots never roll need (only greed)
Co-authored-by: Hokken <Hokken@users.noreply.github.com>
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