MoveFar:mmap dispatches the full chained-probe waypoint vector via
MotionMaster::MoveSplinePath instead of handing a single endpoint
to MoveTo. Removes the motion master's discretion to take a
straight-line shortcut between intermediate points (the diagonal-
through-air bug). Per-waypoint UpdateAllowedPositionZ and vmap
LoS pruning between consecutive waypoints catch geometry-crossing
pairs.
Off-mmap recovery: when the bot's start position has no mmap
polygon (PATHFIND_FARFROMPOLY_START), snap Z via vmap raycast and
NearTeleport so the next tick runs from a valid position.
LastMovement.lastPath populated after every dispatch
(LaunchWalkSpline + new mmap dispatch) so the 10% reuse and
no-worse reuse checks at the top of MoveFarTo can fire — both
gated on a 10y guard so a finished path isn't reused.
MoveFar:spline fallback uses exact_waypoint=false so MoveTo's
SearchForBestPath produces a terrain-following spline.
Per-bot ring buffer of last 3 path attempts on RpgInfo. When 3 mmap or 3 nodetravel attempts to the same dest fail, force the alternative routing strategy on the next tick. When both strategies have failed 3 times each (bothExhausted), fall through to MoveFar:spline rather than flip-flopping forever. Also drops the 10%-per-tick opportunistic combat engage during do-quest travel — the multiplier (0.20x) is the right knob; the random yield was overriding it and producing the 'still grinding too much while traveling' symptom.
Single 75y long-path gate, 40-step chained mmap probe via
WorldPosition::getPathFromPath, spellDistance shortcut to skip the
node graph when mmap can reach the destination, single-waypoint
spline fallback when both fail. MoveWorldObjectTo delegates to
MoveFarTo so quest approaches use the same routing hierarchy.
Removes the stuck-counter teleport recovery from MoveFarTo; the
UnstuckAction layer (planned) is the eventual safety net. Chain
probe fix included: getPathStepFrom uses the explicit-start
CalculatePath overload so each chain step actually advances from
the previous endpoint instead of restarting from the bot's real
position.
<!--
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 is designed to significantly shorten the overall path while
maintaining the more detailed structure. I tried to follow the principle
of removing any folder that had 1 or 2 files in it, shortenining
dungeon/raid names to acronyms, and removing instances when the base
name was in the file name (Like Raid) etc.
## 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.
-->
Plan and execute
<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->
## Final Checklist
- - [ ] Stability is not compromised.
- - [ ] Performance impact is understood, tested, and acceptable.
- - [ ] Added logic complexity is justified and explained.
- - [ ] Any new bot dialogue lines are translated.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.
DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.
Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.
Before submitting, make sure your changes aligns with these principles.
-->
## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Currently in AOE enchancement shamans are dropping magma totems. They
should not be overriding the set fire totem strategy.
## 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.
-->
Bring an enhancement shaman into medium aoe scenario (3 enemies)
They should no longer replace their fire totem with magma totem. They
should only drop the fire totem that is set in their strategies.
## 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.
-->
<!--
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 had repeated crashes upon login traced to line 89 of
TogglePetSpellAutoCastAction, where a spellInfo check is missing. I
confirmed that adding the check fixed my crashing.
I don't know why there was invalid spellInfo to create the crash, as
this missing check is not a new development and I never had a crash
before, but clearly this code should be fixed in any case.
## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->
<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
- - [x] No, not at all
- - [ ] Minimal impact (**explain below**)
- - [ ] Moderate impact (**explain below**)
- Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)
- Does this change add new decision branches or increase maintenance
complexity?
- - [x] No
- - [ ] Yes (**explain below**)
## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->
## Final Checklist
- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.
DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.
Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.
Before submitting, make sure your changes aligns with these principles.
-->
## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Arms and Fury using Sunder Armor when there is not Protection Warrior in
group
## 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 warrior/warriors to group and check how they apply Sunder Armor
on dummy 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?
- - [ ] No
- - [x] Yes (**explain why**)
Yes, expained in Pull Request Description
- 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.
-->
Analyze orginal behavior
<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->
## Final Checklist
- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.
DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.
Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.
Before submitting, make sure your changes aligns with these principles.
-->
## Pull Request Description
<!-- Describe what this change does and why it is needed -->
The main focus on this PR is to clarify and eliminate overlap between
three very confusingly described yet important config options:
AutoUpgradeEquip, EquipmentPersistence, and IncrementalGearInit.
For context, after initialization, randombots generally get randomized
each time after logging in and periodically between
MinRandomBotRandomizeTime (configurable, default 2 hours) to
MaxRandomBotRandomizeTime (configurable, default 14 days). This
randomization happens only when the bot is idle.
Now let’s look at what those three config options currently say.
- AutoUpgradeEquip: Randombots automatically upgrade their equipment on
levelup.
- EquipmentPersistence: Enable/Disable bot equipment persistence (stop
random initialization) after certain level (EquipmentPersistenceLevel).
- IncrementalGearInit: If disabled, random bots can only upgrade
equipment through looting and quest
None of those descriptions are accurate.
- AutoUpgradeEquip determines if randombots, upon leveling up, refresh
ammo, reagents, food, consumables, potions, and, ONLY IF
IncrementalGearInit is also enabled and EquipmentPersistence is
disabled, upgrade equipment (yes, three config options required for this
one thing).
- EquipmentPersistence affects both equipment and talents.
- Disabling IncrementalGearInit does not prevent randombots from
changing their equipment through the login/periodic randomization
process unless EquipmentPersistence is enabled.
These config options shouldn’t overlap with or be dependent on each
other, and their names and descriptions should reflect what they
actually do. Thus, this PR does the following:
- AutoUpgradeEquip solely controls whether or not randombots
automatically upgrade their gear upon level up. No other config option
is involved for this purpose, and AutoUpgradeEquip no longer impacts
inventory items. This does mean that it is no longer possible to stop
randombots from being given ammo, potions, etc. when they level up. I
tend to think that randombots as they currently are cannot fully
function otherwise so I have no issue with the loss of this ability, but
if there is disagreement, then we need to introduce a new config option.
AutoUpgradeEquip is also now set to true in PlayerbotAIConfig to reflect
that the default is true in the .dist.
- I originally wanted to combine EquipmentPersistence and
EquipmentPersistenceLevel into a single config option that also included
talents in the name, but EquipmentPersistence is used in the level
brackets mod so I don’t want to make a breaking change there. I settled
for making EquipmentPersistence enabled by default and also reducing
EquipmentPersistenceLevel to 1 by default, in effect entirely disabling
periodic/login randomization of randombot talents and gear by default. I
only see people complain about these features so I think unless there is
some compelling performance or structural reason to the contrary, the
default should be that randombots do not continuously randomize their
talents and equipment.
- IncrementalGearInit is eliminated. There are two real functional
impacts: (1) as noted above, randombots cannot be blocked from receiving
standard inventory items upon level-up (though the way it is currently
being gated does not make sense anyway), and (2) you can no longer have
equipment persistence for equipment only but not talents (I cannot
imagine anybody would ever want to do that, and I don't think it was
even intended given the strange interaction between config options that
was needed to even accomplish that before).
- For all these settings, the config descriptions are updated to try to
be clear about what the player is actually configuring.
Beyond that, I made some clean-up changes to the config to fix some
typos and try to shorten it in places, and I also deleted a few config
options that do not appear in operative code anymore (and any
corresponding references in PlayerbotAIConfig). I also deleted some
comments and made some minor style changes in
AutoMaintenanceOnLevelupAction.cpp.
## 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 main substance of the PR consists of changes to checks in
PlayerbotFactory and AutoMaintenanceOnLevelupAction.
## 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.
-->
- To test AutoUpgradeEquip, use the gm command .level 1 while targeting
an rndbot.
- To test EquipmentPersistence, the only way I could find to force an
incremental randomization was to use .playerbots rndbot level BotName.
This will do an incremental randomization and a level up. However, this
level does not go through the AutoMaintenanceOnLevelupAction path so
just disregard the +1 level aspect and consider it a pure test of
EquipmentPersistence.
## 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 review my changes and come up with the testing method.
<!--
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>
<!--
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 -->
Alt bots can now use refresh=raid cmd if cfg is set to 1.
`AiPlayerbot.ResetInstanceIdForAltBots = 1`
## 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.
-->
Add alt bot, use .playerbots bot refresh=raid and it should say ok after
reseting instance.
## 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**)
Alt bots will now reset instance ID if cfg is set to 1.
- Does this change add new decision branches or increase maintenance
complexity?
- - [ ] No
- - [x] Yes (**explain below**)
It will check if cfg is set to 1 to enable alt bots to reset instance
id.
## 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.
-->
---------
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
<!--
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 makes three changes to UseTrinketAction:
1. It adds health and mana gating (based on existing config thresholds)
for bots to activate mana recovery, mana efficiency, and defensive
trinkets. The thresholds are mediumMana (default 40%) for mana recovery
trinkets, highMana (default 65%) for mana efficiency trinkets, and
lowHealth (default 45%) for defensive trinkets.
2. It removes the old overinclusive procflag/specproc gate introduced by
PR 1385, which prevents bots from using dozens of valid trinkets,
including some extremely powerful ones (such as Skull of Gul’dan, the
iconic TBC expansion BiS trinket for all casters), and replaces it with
a narrower exclusion that still addresses the original issue.
- Regarding PR 1385, focusing on liyunfan’s post specifically, I
interpet the issue to be relating to trinkets where the item data is
screwed up such that a passive effect was implemented as an on-use
spell. I had AI do a scan, and it seems that issue impacts only 2
trinkets in the game, Oracle Talisman of Ablution and Frenzyheart
Insignia of Fury, and specifically only the versions of those items that
are not legitimately obtainable (unclear why they exist at all). I’ve
excluded those trinkets from bots via the config now, and this PR
maintains the guards against those trinkets regardless but does so in a
narrower fashion. PR 1385's approach of using ProcFlags != 0 (i.e.,
excluding all on-use trinkets with non-zero ProcFlags) works only if
proc metadata can be used to distinguish between active/passive
trinkets, and that’s not even close to being the case. AI came up with
44 false positives, including many significant trinkets beyond Skull of
Gul’dan such as the ZG Hakkar quest trinkets, Badge of the Swarmguard,
Petrified Scarab, Scarab Brooch, Eye of the Dead, Essence of the Martyr,
Abacus of Violent Odds, Ribbon of Sacrifice, and Pendant of the Violet
Eye (and I’m not mentioning WotLK trinkets only because I don’t know
anything about what is relevant for that expansion).
3. It fixes an issue where bots were not respecting trinket cooldowns in
some cases. This resulted because trinkets with shared cooldown
categories (i.e., those that are not stackable) would substitute the
individual trinket cooldowns with shared category cooldowns, which let
bots spam usages of trinkets, by tracking per-item and per-category
trinket cooldowns locally. The root of this is based in AC; I don't know
if it should be considered a bug or not, but regardless it doesn't
impact players, presumably because cooldowns are enforced on the client
side.
- Here’s an illustration to explain the issue in practice. Skull of
Gul’dan has a 240s cooldown and Shifting Naaru Sliver has a 180s
cooldown, and they share a cooldown category so their usages cannot be
stacked. The shared cooldown matches the length of the on-use effect (so
20s for Skull and 15s for Sliver). The below is what can happen without
this PR (and is what I observed in testing).
- t = 0s: Shifting Naaru Sliver used, writes its 90s personal cooldown
and 15s shared category cooldown.
- t = 15s: Skull of Gul’dan used, writes its 120s personal cooldown and
20s shared category cooldown. Skull’s shared category cooldown
overwrites Sliver’s spell-cooldown entry, giving Sliver 20s left on its
personal cooldown instead of 75s.
- t = 35s: Sliver incorrectly appears ready and can be used again (55s
sooner than should be possible). Then Sliver’s shared category cooldown
in turn overwrites Skull’s longer personal cooldown.
- t = 50s: Skull incorrectly appears ready and can be used again (85s
sooner than should be possible).
- Repeat.
## 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 logic runs through the existing trinket use code. Specifically:
- Helpers are used to classify on-use trinket effects into mana
restoration, mana efficiency, and defensive/tank categories using
spell-effect checks
- Existing configured mana and health thresholds are applied to those
trinkets
- The old procflag gate is replaced with a one-time cached set of mixed
ON_USE/ON_EQUIP trinket spell ids
- Two small cooldown maps per bot are tracked in UseTrinketAction: one
for item cooldowns and one for shared category cooldowns
## 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.
-->
I did all of these things, but verification is always good. Overall, I
think it is worth running with this PR merged into test-staging if/when
that happens and keeping an eye on overall performance.
1. Equip a bot with a trinket referenced above, such as Skull of
Gul'dan, and confirm it is now used in combat.
2. Test mana-based classes with mana recovery and mana-efficiency
trinkets and confirm they are used only when below the applicable
configured mana threshold. An easy one to check is Glimmering Naaru
Sliver because it is a channel.
3. Test defensive on-use trinkets and confirm they are used only when
health is below the configured low-health threshold. Something like
Shadowmoon Insignia, which increases maximum health, is pretty obvious.
4. Confirm that the error versions of Oracle/Frenzyheart don’t stack
auras on bots (i.e., the bug addressed in PR 1385 has not returned). You
can do this by having a bot kill mobs and check .listauras, though I
checked through logging in the code because auras are noisy as hell.
5. Equip a bot with two trinkets that have shared cooldowns. I used
Skull of Gul’dan and Shifting Naaru Sliver. Go fight a mostly
tank-and-spank boss, such as Gruul. Use an add-on like Skada that tracks
buffs. You should see that before this PR, bots will use the trinkets
multiple times in one cooldown period, and after, they observe the
actual cooldowns.
## 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**)
Any additional impact is confined to UseTrinketAction. The exclusion of
the busted trinkets uses a cache that is built once per server process
followed by constant-time lookups. The per-bot trinket cooldown maps
also use constant-time lookups and store only a few timestamp entries
per bot.
- 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**)
Sort of--trinkets previously didn't have any consideration for effects
with respect to usage so that is new. I think it is necessary though to
have half-decent bot trinket usage, and there could be further
refinement for how bots decide to use trinkets based on this structure.
## 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.
-->
GPT-5.4 was used for investigation and root-cause analysis and
assistance with drafting. All resulting code and the PR rationale was
validated through in-game testing.
<!--
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.
-->
Bots also suck at using DPS trinkets properly, but I don't think there's
a simple way to address that unlike with mana recovery or defensive
trinkets. So that's to consider another day.
---------
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
<!--
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 -->
For Nefarian in BWL, this does the following:
Mages - Ice block if the mage class call "Wild Magic" happens
Priests - Buff the current target of Nefarian with Fear Ward
## 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.
-->
Go to Nefarian (id 11583) or his phase 1 form (id 10162) in BWL with a
mage and a priest bot.
During phase 2, the priest bot should cast fear ward on whoever nefarian
is targeting.
Wait for a mage class call. Once it happens the mage bot should cast ice
block (if its available) to remove the Wild Magic 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?
- - [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.
-->
AI assistance was used to explore how dungeon/raid strats are
implemented and to explore examples.
All code has been 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.
-->
## Pull Request Description
\`.playerbots bot add jared\` fails with "Character 'jared' not found"
even when \`Jared\` exists, because the lookup is case-sensitive. Same
issue hits \`remove\`, \`init=<...>\`, \`refresh\`, \`addaccount\`, and
any other subcommand that takes a character name.
Fix at the parser layer in \`HandlePlayerbotCommand\`: every subcommand
that takes a charname flows through one shared name-lookup step.
Normalize the typed name to canonical form (first letter upper, rest
lower) at that step so \`jared\`, \`JARED\`, \`JaReD\` all resolve to
\`Jared\`. The \`addaccount\` path still tries the raw token as an
account name first (account names are case-insensitive on the auth
side), then falls back to a normalized character-name lookup.
No subcommand's behavior changes — only the name lookup that precedes
them. Subcommands with no charname (\`initself\`, \`list\`, \`reload\`,
\`tweak\`, \`self\`, \`lookup\`, \`addclass\`) are unaffected.
## Feature Evaluation
- Describe the **minimum logic** required to achieve the intended
behavior.
One \`normalizePlayerName(s)\` call on each comma-separated token before
the existing \`GetCharacterGuidByName(s)\` lookup. Uses the helper this
module already calls in four other places.
- Describe the **processing cost** when this logic executes across many
bots.
Runs only when a player types a \`.playerbots bot ...\` command, on the
typed tokens. Not in any bot-tick or per-bot path. Cost does not scale
with bot count.
## How to Test the Changes
\`\`\`
.playerbots bot add Jared → adds Jared
.playerbots bot add jared → adds Jared
.playerbots bot add JARED → adds Jared
.playerbots bot add JaReD → adds Jared
.playerbots bot remove Jared → removes Jared
.playerbots bot remove jared → removes Jared
.playerbots bot init=auto jared → re-rolls Jared's gear
.playerbots bot levelup jared → re-rolls Jared at his current level
.playerbots bot refresh jared → refreshes Jared (HP/mana restored)
.playerbots bot refresh=raid jared → unbinds Jared from saved raid IDs
.playerbots bot add jAred,saLLy,BOB → adds all three
.playerbots bot add nonexistent → still reports not found
.playerbots bot initself → still works (untouched path)
\`\`\`
All cases verified in-game.
## Impact Assessment
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
- [x] No, not at all
- [ ] Minimal impact (**explain below**)
- [ ] Moderate impact (**explain below**)
- 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
Was AI assistance used while working on this change?
- [ ] No
- [x] Yes (**explain below**)
Used Claude to help trace the call graph (confirming which subcommands
are affected and which are untouched) and to draft the patch. Reviewed
and tested in-game before pushing.
## 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
Diff is small (~25 lines in one file). One minor cosmetic side effect:
"Character 'X' not found" errors now echo the normalized form (\`Bogus\`
instead of \`bogus\`).
---------
Co-authored-by: Lichborne-AC <lzeppelin112@gmail.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
<!--
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 -->
Fixes exploit in multiplayer servers where players can ask bots to mail
them items.
## 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.
Conf.
- Describe the **processing cost** when this logic executes across many
bots.
Cheap bool checkl
## 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 send mail command to try to get a bot to send you mail. Should
follow bool setting.
## 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.
-->
CLaude Make do.
simple enough one even AI can do it.
<!--
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.
-->