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2605 Commits
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4bd5a9b89c
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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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ed5791eabf
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Pull target overlap fix (#2335)
<!-- 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 "pull target" value which was overlap with new pull strategy. Related with #2334 ## 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 tank bot to party 2. Use `nc +debug` 3. Use command `do attack my target` 4. In debug shouldnt be `reach pull` or similar ## 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 analyze problem with value <!-- 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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605f1d7aaa
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PvP Gear, Autogear Tuning, and Stat Weight Corrections (#2322)
<!-- 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 --> Hello playerbots community! I have been working diligently whilst on vacation to help get pvp gear up and running for pvp specs. Throughout this process, I have looked at our current autogear system, tested it through and through, and made some changes to make gearing more appropriate per spec. _I am going to have my description of the changes in italics_, **and the AI description overview will be bolded.** Let's begin! **This PR makes some improvements to the bot autogear system across item scoring, spec tracking(pvp specs and gear), and stat weights. Changes are split between those that are always active and those controlled by new config options.** **Mandatory Changes:** **PvP Spec Detection (IsSpecPvp) A new method RandomPlayerbotMgr::IsSpecPvp(botGuid, cls) checks the bot's stored specNo against the spec name string defined in config. If the name contains "pvp", the bot is treated as a PvP spec throughout the entire gear pipeline. This is the single source of truth used by both InitEquipment() and ItemUsageValue. In the future this detection can be expanded to drive bot behavior decisions — such as prioritizing dueling players in the world, joining Wintergrasp, or preferring BG and Arena queues over PvE content.** _This is scalable, so if someone were to create their own pvp spec in the config, it would still be tracked if the name contains "pvp". I like the idea of pvp specced random bots having an identifier for pvp events._ **PvP Weights Applied During Loot Evaluation ItemUsageValue::QueryItemUsageForEquip() now calls IsSpecPvp() before scoring a looted item. If the bot is on a PvP spec, it passes SetPvpSpec(true) to the StatsWeightCalculator, ensuring looted items are evaluated with PvP stat priorities (including resilience weighting) rather than PvE weights. Previously, a PvP-specced bot would score loot identically to a PvE bot.** _So, during autogear and upgrade equips, pvp specced bots will now heavily prioritize resilience. On the flip side, pve bots really don't want resilience gear, so a negative weight modifier (penalty for resilience items) has been applied to pve autogearing and upgrade equips. This is important, because you can switch a bot from a pve spec to a pvp spec, and it will automatically consider resilience items in it's inventory as upgrades, and equip them. Same for when you switch a bot from a pvp spec back to a pve spec - the resilience penalty will encourage the bot to switch back to the best available pve gear._ **Resilience Weighting After all per-spec weights are generated in GenerateBasicWeights(), a global resilience modifier is applied unconditionally:** **PvP specs: +7.0 resilience weight — strongly prioritizes resilience gear Non-PvP specs: −3.0 resilience weight — actively discourages resilience gear Resilience is additionally excluded entirely from trinket slot scoring via SetExcludeResilience(true), preventing the PvP resilience bonus from inflating the scores of non-CC trinkets.** _I tried several different numbers here - as high as 10 and as low as 3 for resilience. I ended up with 7 so nearly all specs will slot resilience in every slot EXCEPT for trinkets. I stopped weighing resilience on trinkets because they ended up being garbage trinkets for the most part - other endgame pve trinkets were way more impactful. In my testing, the only class/specs that wont use 100% resilience gears are the tanks, since defense rating/parry/block/dodge weights are so high._ **CC-Break Trinket Cache At server startup, PlayerbotFactory::BuildCcBreakTrinketCache() queries the world database for all trinkets (InventoryType=12, Quality≥2) whose spell IDs include spell 42292 — the CC-break / PvP trinket effect shared by items like Medallion of the Alliance/Horde. Results are sorted by item level descending and cached in a static vector, ready for fast lookup during gearing.** _This creates a cache of cc trinkets on startup, for this:_ **CC-Break Trinket Force-Equip During InitEquipment(), PvP-specced bots at level 50 or higher (level minimum for autogear to apply trinkets) run a pre-selection pass over ccBreakTrinketCache to find the best CC-break trinket they meet the level requirement and quality limit for. Human and Undead bots are excluded from this — they have racial abilities (Every Man for Himself, Will of the Forsaken) that share the PvP trinket cooldown, making a dedicated trinket redundant.** **If a suitable trinket is found, it is stored as pvpTrinket1 and force-equipped into TRINKET1 before the main gear loop runs. If an item already occupies the slot, it is moved to bags first. The second-chance pass also skips TRINKET1 when pvpTrinket1 is set, so the CC trinket is never overwritten.** _This is the catch-all forced pvp trinket for trinket slot 1. In my testing, I really found out how few cc trinkets there are - most of them are epic, and blue ones start showing up super late in the game. An heirloom patch would really help the lower levels, being able to equip a pvp trinket at level 10 or something. Keep in mind, that if your bot isn't getting a pvp trinket with autogear, make sure they aren't human or undead, and check your config for what quality items are allowed with autogear. NOTE - PVP TRINKET STRATEGIES ARE NOT CURRENTLY CODED, SAME WITH CC RACIALS. They will not break out of stun/cc currently. This is for future updates if/when I make a trinketstrategy._ **Enhancement Shaman Dual Wield Fix Classes like Rogues, Frost DKs, and Fury Warriors have their dual wield capability established through class initialization code in the core. Enhancement Shamans acquire Dual Wield only through a specific talent (spell 30798, learned around level 40), and the bot factory had no code to detect and apply this. The result was that Enhancement Shaman bots would sometimes have their offhand weapon unequipped — despite having the talent. After talents are applied in both InitTalentsTree() and InitTalentsBySpecNo(), the code now checks for spell 30798 and explicitly grants SKILL_DUAL_WIELD and SetCanDualWield(true) when present.** _When testing the weapon speed preferences, I noticed that randombot enhancement shamans were unequipping their offhand randomly. They would just walk around with a single 1-hand weapon. This is because they were not considered in the system as dual wielding, so when initequipment or autoequipupgrades was ran, it would unequip the offhand through a function, despite having the dual wield talent. Looking at the code, the other classes already have this flag (warriors, rogues, dks, hunters) because they didn't acquire it through talents._ **CalculateItem() Slot Awareness StatsWeightCalculator::CalculateItem() now accepts an optional slot parameter (default -1). When provided and the item is a weapon, ApplyWeaponSpeedGovernance() can be called. Both item scoring calls inside InitEquipment() — the candidate scoring loop and the incremental old-item comparison — now pass the current equipment slot.** _This change allows the calculate item function to know what slot it's working with, and that's how it modifies it's decision making for some of the optional features below._ **Holy Paladin Weapon Scoring Fix Prior to this change, Holy Paladin could end up equipping 2H weapons because haste and crit sticks (2H weapons) were outscoring appropriate 1H caster weapons — the item type penalty was not catching them correctly. Holy Paladin is now explicitly added to the dual-wield penalty group (preventing 2H weapons from being viable), excluded from the generic caster 1H penalty (since they use 1H + shield rather than a staff), and given a 0.8x soft preference for 1H weapons.** _In autogear testing, sometimes 2h weps with high crit/haste would win over caster gear - this is especially noticeable at lower levels, with shallower item pools (greens only). You'd hit autogear and the holy paladin would equip a 2h axe with crit :( So this makes it so holy paladins only use 1h weapons. They can use either a shield or an offhand, depending on stat weights._ **PvP Spec Slots Added for All Classes The existing RandomClassSpecProb / RandomClassSpecIndex config entries control what percentage of random bots in the world are assigned each spec. Previously only PvE specs (indices 0–2, or 0–3 for Druids) were defined, giving server operators no way to introduce PvP-specced random bots into the world population. This PR adds PvP spec slots for every class (indices 3–6 depending on class), all defaulting to 0 probability. Server operators can raise these values to spawn PvP-specced random bots — e.g., setting RandomClassSpecProb.1.3 = 20 would make 20% of Warrior bots run Arms PvP. Two additional PvE specs have also been added: Death Knight index 3: Double-aura Blood (a hybrid Blood/Frost PvE tank variant) Mage index 3: Frostfire (a PvE hybrid spec) All existing spec entries have been annotated with comments identifying each one (e.g., # arms pve, # holy pve) for readability.** _This change was actually added at the start - I realized that there was no way for pvp-specced randombots to spawn naturally, so I added optional probabilities to the config. They are currently set at 0% by default, but giving the user the option I feel is necessary. Also, it would have been impossible for me to test the init on randombots with pvp gear otherwise. Also, I noticed that the frostfire mage and the dual-aura dk didn't have an option, so I added them in as well, as well as names above each option for quality of life._ **Stat Weight Corrections The following per-spec stat weights were adjusted to better reflect actual WotLK priorities. Entries marked NEW did not previously exist; unmarked rows show old → new values.** <img width="795" height="268" alt="arms warrior" src="https://github.com/user-attachments/assets/cb0deb00-a985-432d-81a1-133fc953088b" /> _Arms warriors would prefer leather/ap gear about half of the time - the combined weights of both would often beat strength gear, especially at lower levels, or where the item pool was shallow. Also, they continued to spawn with spell power gear and defense gear occasionally, especially on gear with resilience (resilience, spell power, crit, haste, stam items)._ <img width="796" height="301" alt="fury warrior" src="https://github.com/user-attachments/assets/715ff3a3-3d20-4e0e-a953-7ed6fd9386db" /> _Fury warriors had the same issues as arms warrior, but really can't afford to lose a strength item - beserker stance increases strength by 20%. Also had to reduce haste here because haste really isn't nearly as important as strength, crit, arp. Haste items would win often over strength/crit/arp gear._ <img width="796" height="300" alt="prot tanks" src="https://github.com/user-attachments/assets/624de09a-2506-4aee-95aa-c49cbc5b85d3" /> _So, prot paladins and prot warriors currently are weighed identically fyi. Look at that whopping 2.0 agility - twice as important as strength? I noticed that my prot paladins/warriors were equipping agility/haste/crit items instead of defense gear on their neck, rings, trinkets, and back. This adjustment pretty much ensures that defense gear takes those slots if it's available. Removed the crit/haste weightings, because realistically if a tank wants more damage, it will just get strength. Lastly added the spell power penalty because prot paladins would spawn in fully holy gear if they were pvp specced (resilience is weighted so high, resilience/spellpower/stam/haste gear would often win). This aims to prevent that._ <img width="802" height="421" alt="dps dks" src="https://github.com/user-attachments/assets/371d1344-2382-4460-b3a7-f38b33025b73" /> _Same issue with plate dps as the warriors had. Spell power gear would occasionally spawn on crit/hit items in pve, and a ton of spell power resilience gear would spawn. There is no scenario where a DK wants spell power, this isn't patch 3.0.1..._ <img width="796" height="447" alt="blood dk" src="https://github.com/user-attachments/assets/c84a2bbf-7daa-4805-acf3-cd3bf815eda4" /> _Similar issues to prot paladin/warrior. I was really tired of seeing block rating/value gear as a result of getting gear with defense/stam. This results in a lot more defense rating/expertise/hit/dodge/parry gear, and basically makes shield stats nearly non-existent (unless the upgrade is good enough, it could still win)_ <img width="794" height="226" alt="ret paladin" src="https://github.com/user-attachments/assets/b09f40ed-b25f-4945-940c-2ce92f81c7c4" /> _Prior to this PR, the positive spellpower and int weights were enough for ret paladins to spawn with spellpower/int/haste/crit gear. This is unlikely now. And agility/ap was reduced to favor more strength gear._ <img width="795" height="306" alt="Enhancement Shaman" src="https://github.com/user-attachments/assets/1e5231fd-36ea-4b7e-a546-cf0075d17bd4" /> _While spell power is a decent stat on enhancment shamans, it was appearing on too much gear, especially on items that were haste/crit/spell power. And for elemental shamans, they were getting agi/haste/crit gear, so this aims to get rid of those items entirely without reducing haste/crit._ <img width="800" height="119" alt="shaman pally" src="https://github.com/user-attachments/assets/6ea3300a-effd-4a03-8f6f-4ae13c5383a5" /> _Holy paladins and resto shamans are scored the same, but this prevents attack power/haste/crit gear, since haste and crit are weighted high._ <img width="1025" height="385" alt="mage" src="https://github.com/user-attachments/assets/03191dfd-dc09-477d-8424-8fd56f3e0d71" /> _Prevents mages from equipping/autogearing items with attack power, some attack power/crit/haste/hit items were winning with shallow item pools._ <img width="1022" height="502" alt="hunter rogue" src="https://github.com/user-attachments/assets/06fa67c9-7709-4ee8-a0e2-34de18594018" /> _Prevents hunters and rogues from getting spell power leather gear with hit/crit. Crit is very heavy for hunters so this was decently common._ **Optional Changes (Config-Controlled)** **AiPlayerbot.PreferClassArmorType (default: 0) Applies a 3x score multiplier to armor matching the bot's class-appropriate type (plate/mail/leather/cloth). A significantly better off-type item can still win — this is a soft preference, not a hard filter.** _Are you tired of your fury warrior being a leather daddy? Are you tired of your holy paladin running around in cloth lingerie? This will fix that. For mail classes (hunters/shamans) and plate classes, this only kicks in after level 40. But it really helps adhere to the highest armor class available. This would be the perfect solution to the quarterly question "Why is my paladin wearing leather?". This definitely should remain optional, as quite a few BIS lists would disagree with it. Leather at certain stages is great for hunters/shamans/warriors/dks._ **AiPlayerbot.AutogearAllowsQuestRewards (default: 0) Builds a cache of equippable armor and weapon quest rewards at startup. Bots can then equip these items during autogear, using the quest's minimum level as the effective required level gate.** _So, I noticed that autogear didn't allow items without a level requirement (quest rewards), because it didn't know how to handle that when giving out gear. It would previously just flat out reject all quest rewards, as they wouldn't be a part of the item pool. This option enables quest rewards to be considered in the item pool, and the level correlates to the lowest level you could get the quest. I have tested this for about 3 hours across all specs and using blue/green gear, it seems like a really nice bonus. Keep in mind that I do 0 quests on my way to 80, so players like me could still benefit from those items. I think this should remain optional._ **AiPlayerbot.EquipAllSlotsAtAnyLevel (default: 0) Bypasses the low-level slot restrictions in InitEquipment(): Trinkets normally locked until level 50 Head/Neck until level 30 Rings until level 20 All other non-weapon slots until level 5** _Autogear currently has level floors for slots - they will not ever give items below the above thresholds. This config option bypasses that. I have not tested this as much as I should have, so as people test this, they could let us know of items that should be blacklisted._ **AiPlayerbot.WeaponSpeedGovernance (default: 0) When enabled, ApplyWeaponSpeedGovernance() applies a 3x score multiplier to weapons matching the spec's ideal attack speed profile. Applies to mainhand, offhand, and ranged slots only. Per-spec preferences: Arms Warrior: Slow 2H (>=3400ms) in mainhand; poleaxes and axes preferred (Axe Specialization) Ret Paladin / Blood & Unholy DK: Slow 2H (>=3400ms) in mainhand Prot Warrior & Paladin: Slow 1H (>=2600ms) in mainhand Fury Warrior dual wield: Slow 1H (>=2600ms) in both hands Fury Warrior titan's grip: Slow 2H (>=3400ms) in both hands Frost DK: Slow 1H (>=2600ms) in both hands; 2H excluded Enhancement Shaman (dual wield): Slow 1H (>=2600ms) in both hands; synchronized MH/OH speeds for flurry procs Enhancement Shaman (pre-dual wield): Slow 2H (>=3400ms) in mainhand Combat Rogue: Slow MH (>=2600ms) + Fast OH (<=1500ms) Assassination / Subtlety Rogue: Slow dagger MH (>=1700ms) + Fast dagger OH (<=1500ms) Hunter: Slow ranged (>=2600ms); melee is a stat stick, speed ignored Feral Druid: No preference (forms normalize attack speed)** _Besides pvp gearing for pvp specs, I feel like this is one of the nicest additions. It was really frustrating to see an enhancement shaman put windfury on a 1.5 dagger. Without this, weights for melee dps are calculated on dps alone, not weapon speed. You'll see 2h specs use fast 2h weapons (3.0), rogues use 2 fast weapons or slow weapons, frost dks occasionally using 2h weapons while having dual wield talents. I tested this for about 6 hours across all mentioned specs at levels 20, 30, 40, 50, 60, 65, 70, 75, and 80, with 3 quality types (greens, blues, purples). I would actually consider making this mandatory, simply because of the impact I saw in the dps charts. Super happy and proud of this._ <img width="1021" height="470" alt="files changes" src="https://github.com/user-attachments/assets/f55d955c-8760-4adf-b4d9-84797da2dc65" /> ## 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. _Two caches are built upon startup - the pvp trinket cache and the quest reward cache. From there, this directly modifies the stat weight calculations involving initequipement (autogear) and autoequipupgrades, as both go off of stat weight calculations. I tried to implement these changes with as little custom functions and coding as possible, and relied as much as I could on the pre-existing framework._ - Describe the **processing cost** when this logic executes across many bots. _Fortunately most of the gates are boolean so it shouldn't impact performance much at all. I ran these changes on my local server with stock 500 bots, noticed no pmon difference from the main branch. Did a 24h stress test on my server yesterday, stats looked consistent with the stress test I did prior to making any changes on 3-31-26._ _It helps that it uses pre-existing functions such as initequipment and autoequipupgrades, and it really just modifies them with slightly more logic. That being said, autogear didn't lag my server at all, nor did the bots equipping upgrades._ ## 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. --> _So, with the basic stock playerbots config (do not forget to copy the new config!), the only thing that should change is the pvp gear appearing on pvp specs, and the classes preferring more appropriate stats across the board. You can load into the game, level a bot to 20, autogear, and notice the difference. Same at level 40, 60, 75, or whatever. You could add in the optional config settings to further streamline the gear you want. I currently run with all 4 enabled, 2 of which increase the item pool, and 2 of which help guide them to more appropriate gear (armor/weps)._ ## 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**) _The code is only used on startup (cache generation) and when autogear/autoequipupgrades is called. Not all the time, and not per tick. I noticed no performance impact after these changes._ - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) _It modifies the decision making as far as equipment goes, but as far as priority/strategies, this does not affect that._ - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) _Not to my knowledge, but I'll rely on testers and the community to let me know if it does._ ## 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 in the research of the initequipment system, stat weights, and cache building. As far as generating the code, using AI was 2 steps forward, 1 step back. I used Claude Code with Sonnet 4.6 (high) and had gemini/copilot review the work. **AI did generate a large portion of the code being used.** I have personally reviewed every line, and a lot was removed out of being obsolete/new system that copied an old one/too many comments. I don't think anything else can be trimmed, though. I also used AI in the PR description, and made my own comments in italics below each entry. I hate explaining/writing._ <!-- 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 would like atleast 5-10 people to review this over the next 1-6 months. The big problem I used to have with my PRs was I was acting like they were a sprint, when it's really a marathon - good changes take time, and I was too quick to bust out new content. The old PRs I made introduced just as many new bugs as they did features. I learned my lesson, and have tested this extensively (code was pretty much complete on 4-10-26, been testing alone for the last 11 days) and it's ready for the test realm for others to try out. I think it's going to be a good step forward when it comes to gear decision making for bots as a whole. PvPers have come and gone too much from this project due to the lack of options, and this helps captivate that audience. Please reach out to me on discord at Zhur#4391, I am happy to hear results/suggestions there as well as here._ --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> |
||
|
|
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.
-->
|
||
|
|
eb268c7507
|
Init guilds on login. (#2325)
<!-- 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 --> Guild solution to #2148 ## 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 - - [x] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) Minimal cost on bot login. - 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. --> |
||
|
|
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" /> |
||
|
|
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](
|
||
|
|
1967b63bc1
|
Cleanups for Shaman weapon enchant refactor (#2315)
<!--
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 forgot to include some clean-ups relating to the recent commit to
refactor Shaman weapon enchants. This is just deleting some now unneeded
code and cleaning up a bit of other code.
## 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.
-->
---------
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>
|
||
|
|
04f8b0dd13
|
Stat weights fix (#2313)
<!--
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 support for Warlock stat weights when he dont have Fel Armor.
Fixed Mage weights when he dont have Molten Armor
## 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 mage which dont have Molten Armor (level < 62) or warlock
which dont have Fel Armor (level < 62)
2. Give him 2 items for same slot one with spirit one with intellect and
unequip item on this slot and destroy
3. Bot should equip this with intellect (if other stats are same)
## 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**)
Mage and Warlock before getting Molten Armor/Fel Armor dont prioritize
Spirit before Intellect
- 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.
-->
|
||
|
|
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.
-->
|
||
|
|
a4b37c9fbc
|
Revert "Feat: Reintroduce timed logouts" (#2329)
Reverts mod-playerbots/mod-playerbots#2289 |
||
|
|
52273b4971
|
Pull multiplier fix (#2317)
<!--
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 pull strategy multiplier and ending pull command
## 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 tank bot
2. Order him to attack mob (not pull)
## 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.
-->
|
||
|
|
9c5b1d0027
|
Pull strategy GetTarget fix (#2316)
<!--
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 safe-guard condition for PullStrategy.GetTarget
## 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`
on dead creature
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?
- - [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.
-->
Fix proposed by @brighton-chi
|
||
|
|
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>
|
||
|
|
665a702a65
|
Worldbuff classic support (#2311)
<!--
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 support for flask and food for vanilla and TBC
## Vanilla
| Class | Spec | Buff IDs | Buffs |
| --- | --- | --- | --- |
| Warrior | Arms | `17538`, `24799` | Elixir of the Mongoose; Smoked
Desert Dumplings |
| Warrior | Fury | `17538`, `24799` | Elixir of the Mongoose; Smoked
Desert Dumplings |
| Warrior | Protection | `17626`, `25661` | Flask of the Titans; Dirge's
Kickin' Chimaerok Chops |
| Paladin | Holy | `17627`, `18194` | Flask of Distilled Wisdom;
Nightfin Soup |
| Paladin | Protection | `17626`, `25661` | Flask of the Titans; Dirge's
Kickin' Chimaerok Chops |
| Paladin | Retribution | `17628`, `24799` | Flask of Supreme Power;
Smoked Desert Dumplings |
| Hunter | Beast Mastery | `17538`, `18192` | Elixir of the Mongoose;
Grilled Squid |
| Hunter | Marksmanship | `17538`, `18192` | Elixir of the Mongoose;
Grilled Squid |
| Hunter | Survival | `17538`, `18192` | Elixir of the Mongoose; Grilled
Squid |
| Rogue | Assassination | `17538`, `18192` | Elixir of the Mongoose;
Grilled Squid |
| Rogue | Combat | `17538`, `18192` | Elixir of the Mongoose; Grilled
Squid |
| Rogue | Subtlety | `17538`, `18192` | Elixir of the Mongoose; Grilled
Squid |
| Priest | Discipline | `17628`, `18194` | Flask of Supreme Power;
Nightfin Soup |
| Priest | Holy | `17627`, `18194` | Flask of Distilled Wisdom; Nightfin
Soup |
| Priest | Shadow | `17628`, `18194` | Flask of Supreme Power; Nightfin
Soup |
| Shaman | Elemental | `17628`, `18194` | Flask of Supreme Power;
Nightfin Soup |
| Shaman | Enhancement | `17538`, `24799` | Elixir of the Mongoose;
Smoked Desert Dumplings |
| Shaman | Restoration | `17627`, `18194` | Flask of Distilled Wisdom;
Nightfin Soup |
| Mage | Arcane | `17628`, `18194` | Flask of Supreme Power; Nightfin
Soup |
| Mage | Fire | `17628`, `18194` | Flask of Supreme Power; Nightfin Soup
|
| Mage | Frost | `17628`, `18194` | Flask of Supreme Power; Nightfin
Soup |
| Warlock | Affliction | `17628`, `25661` | Flask of Supreme Power;
Dirge's Kickin' Chimaerok Chops |
| Warlock | Demonology | `17628`, `25661` | Flask of Supreme Power;
Dirge's Kickin' Chimaerok Chops |
| Warlock | Destruction | `17628`, `25661` | Flask of Supreme Power;
Dirge's Kickin' Chimaerok Chops |
| Druid | Balance | `17628`, `18194` | Flask of Supreme Power; Nightfin
Soup |
| Druid | Feral Bear | `17626`, `25661` | Flask of the Titans; Dirge's
Kickin' Chimaerok Chops |
| Druid | Restoration | `17627`, `18194` | Flask of Distilled Wisdom;
Nightfin Soup |
| Druid | Feral Cat | `17538`, `24799` | Elixir of the Mongoose; Smoked
Desert Dumplings |
## TBC
| Class | Spec | Buff IDs | Buffs |
| --- | --- | --- | --- |
| Warrior | Arms | `28520`, `33256` | Flask of Relentless Assault;
Roasted Clefthoof |
| Warrior | Fury | `28520`, `33256` | Flask of Relentless Assault;
Roasted Clefthoof |
| Warrior | Protection | `28518`, `33257` | Flask of Fortification;
Fisherman's Feast |
| Paladin | Holy | `28491`, `39627`, `33263` | Elixir of Healing Power;
Elixir of Draenic Wisdom; Blackened Basilisk |
| Paladin | Protection | `28518`, `33257` | Flask of Fortification;
Fisherman's Feast |
| Paladin | Retribution | `28520`, `33256` | Flask of Relentless
Assault; Roasted Clefthoof |
| Hunter | Beast Mastery | `28520`, `33261` | Flask of Relentless
Assault; Warp Burger |
| Hunter | Marksmanship | `28520`, `33261` | Flask of Relentless
Assault; Warp Burger |
| Hunter | Survival | `28520`, `33261` | Flask of Relentless Assault;
Warp Burger |
| Rogue | Assassination | `28520`, `33261` | Flask of Relentless
Assault; Warp Burger |
| Rogue | Combat | `28520`, `33261` | Flask of Relentless Assault; Warp
Burger |
| Rogue | Subtlety | `28520`, `33261` | Flask of Relentless Assault;
Warp Burger |
| Priest | Discipline | `28491`, `39627`, `33263` | Elixir of Healing
Power; Elixir of Draenic Wisdom; Blackened Basilisk |
| Priest | Holy | `28491`, `39627`, `33263` | Elixir of Healing Power;
Elixir of Draenic Wisdom; Blackened Basilisk |
| Priest | Shadow | `28540`, `33263` | Flask of Pure Death; Blackened
Basilisk |
| Shaman | Elemental | `28521`, `33263` | Flask of Blinding Light;
Blackened Basilisk |
| Shaman | Enhancement | `28520`, `33261` | Flask of Relentless Assault;
Warp Burger |
| Shaman | Restoration | `28491`, `39627`, `33263` | Elixir of Healing
Power; Elixir of Draenic Wisdom; Blackened Basilisk |
| Mage | Arcane | `28521`, `33263` | Flask of Blinding Light; Blackened
Basilisk |
| Mage | Fire | `28540`, `33263` | Flask of Pure Death; Blackened
Basilisk |
| Mage | Frost | `28540`, `33263` | Flask of Pure Death; Blackened
Basilisk |
| Warlock | Affliction | `28540`, `33263` | Flask of Pure Death;
Blackened Basilisk |
| Warlock | Demonology | `28540`, `33263` | Flask of Pure Death;
Blackened Basilisk |
| Warlock | Destruction | `28540`, `33263` | Flask of Pure Death;
Blackened Basilisk |
| Druid | Balance | `28521`, `33263` | Flask of Blinding Light;
Blackened Basilisk |
| Druid | Feral Bear | `28518`, `33257` | Flask of Fortification;
Fisherman's Feast |
| Druid | Restoration | `28491`, `39627`, `33263` | Elixir of Healing
Power; Elixir of Draenic Wisdom; Blackened Basilisk |
| Druid | Feral Cat | `28520`, `33261` | Flask of Relentless Assault;
Warp Burger |
## 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 with 60-79 level
2. Add him strategy `nc +worldbuff`
3. Bot should apply buffs
## 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.
-->
Prepare list of buffs based on website and apply them to matrix.
Randomly reviewed ids with guides and in-game
<!--
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.
-->
[VANILLA_CONSUMABLE_WORLD_BUFFS.md](https://github.com/user-attachments/files/26761020/VANILLA_CONSUMABLE_WORLD_BUFFS.md)
[TBC_CONSUMABLE_WORLD_BUFFS.md](https://github.com/user-attachments/files/26761021/TBC_CONSUMABLE_WORLD_BUFFS.md)
|
||
|
|
c0c2b6ab5b
|
feat(Core/Playerbots): Initialize bot professions and specializations (#2287)
## Pull Request Description
Initialize random bot professions from the factory using class-matching
or weighted-random profession pairs, respect the active primary
profession cap, and restore required profession tools during bot
init/refresh.
This PR also initializes profession specializations for eligible bots so
crafted professions are not left in an unspecialized state after
profession assignment. Supported specialization families include:
- Alchemy: Transmute / Elixir / Potion
- Engineering: Goblin / Gnomish
- Leatherworking: Dragonscale / Elemental / Tribal
- Tailoring: Spellfire / Mooncloth / Shadoweave
- Blacksmithing: Armorsmith / Weaponsmith, plus Hammersmith / Axesmith /
Swordsmith for eligible Weaponsmith bots
Specialization choices are stored in bot values so they remain stable
across later refreshes. Required tool items are also restored for
relevant professions during maintenance.
## Feature Evaluation
- Describe the **minimum logic** required to achieve the intended
behavior.
- Select one or two professions during factory initialization from a
small weighted list.
- Clamp the assigned professions to the configured primary profession
limit.
- Learn the profession starter spell and set skill to the bot’s
profession cap.
- For professions with supported specialization branches, assign exactly
one valid specialization when the bot meets the same level/skill gates
used by AzerothCore profession scripts.
- Persist the specialization selection in stored bot values so the
choice is stable and does not need to be recalculated repeatedly.
- Restore missing profession tools only when the bot has the related
profession and the tool is absent.
- Describe the **processing cost** when this logic executes across many
bots.
- The added logic executes only during bot init/refresh, not as part of
per-tick combat or trigger evaluation.
- Runtime cost is limited to a few small switch statements, stored value
lookups, spell checks, and item presence checks.
- No expensive repeated searches, map scans, or per-trigger decision
trees were added.
- The design keeps specialization selection deterministic after first
assignment by storing the result, avoiding repeated random branching
later.
## How to Test the Changes
1. Build and restart the server with this branch.
2. Trigger random bot creation, refresh, or level-based reroll for
multiple bots.
3. Verify in `Playerbots.log` that bots receive profession pairs and,
when eligible, profession specializations.
4. Check that low-level bots do not receive specializations before the
required thresholds.
5. Check that eligible bots do receive one specialization for supported
profession families.
6. Verify that specialization choices remain stable across subsequent
refreshes.
7. Verify that profession tools are restored when missing:
- Mining Pick
- Blacksmith Hammer
- Arclight Spanner
- Runed Arcanite Rod
- Skinning Knife
8. For a few bots, inspect in game or via debug tooling that profession
spells/specialization spells are present as expected.
Expected behavior:
- Bots receive professions that respect the configured primary
profession limit.
- Profession skill values are initialized to the level-based cap.
- Eligible bots receive exactly one valid specialization for supported
profession families.
- Specialization assignments are logged and persist across refreshes.
- Profession tools are restored only when required.
## 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**)
Explanation:
- The added work runs during initialization/refresh rather than normal
per-tick behavior.
- Logic is bounded, data-local, and based on direct skill/spell/value
checks.
- Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)
Explanation:
- Bots can now start with initialized professions, required tools, and
eligible profession specializations instead of remaining partially
configured or unspecialized.
- Does this change add new decision branches or increase maintenance
complexity?
- - [ ] No
- - [x] Yes (**explain below**)
Explanation:
- The factory now contains specialization assignment branches for
supported profession families.
- Complexity is intentionally limited to init-time switch-based logic
with stored specialization values to preserve predictability.
## AI Assistance
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
AI assistance was used for:
- code generation and refactoring in `PlayerbotFactory`
- drafting and refining profession/specialization initialization logic
- PR description preparation
All generated and suggested code was reviewed, adjusted, built locally,
and validated before submission.
## 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
- Target branch is `test-staging`.
- Profession/specialization logic is intentionally limited to
init/refresh paths to avoid per-tick cost.
- Specialization selections are stored to keep bot behavior stable
across later refreshes.
- Recent changes also add debug logging for assigned specializations and
save the bot after specialization learning so assignments are visible
and persisted.
---------
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>
|
||
|
|
6c517eb9d1
|
Feat: Reintroduce timed logouts (#2289)
<!-- 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 --> Timed logouts was enabled in the past, but was disabled due to a misdiagnosis on an issue that caused crashes. That issue was better understood and resolved in #2131. Now timed logouts are reintroduced for alt-bots and addclass-bots. As before, random-bots do not and should not accept logout commands. Note that if the bot's master has instant logout privileges according to `InstantLogout` in worldserver.conf, so would the bot. If not, neither would the bot. ## 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. Feature at minimum logic needed to implement. No measurable processing cost. ## 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. Have your account gmlevel set to 2 in acore_auth>account_access just to test how it works with security parameters. 2. Set `InstantLogout = 3` in worldserver.conf. 3. Invite an addclass or alt-bot. 4. Bot should logout if whispered "logout" to or if you logout. 5. If not in a resting place, neither you nor the bot should be able to instant logout according to the security setting. 6. After the bot logout, log it back in and whisper "logout" again, but right after whisper "cancel logout" or "logout cancel". That should cancel the logout. 7. Have your account gmlevel set to 3 in acore_auth>account_access. (when you change your gmlevel, you need to log out of your account for the change to take effect) 8. You are now at admin gmlevel, and with `InstantLogout = 3`, you and any bot under your command should be able to logout instantly. ## Impact Assessment <!-- As a generic test, before and after measure of pmon (playerbot pmon tick) can help you here. --> - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [x] No, not at all - - [ ] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) Bots now trigger instant or timed logout under the same circumstances that would apply to their master. - Does this change add new decision branches or increase maintenance complexity? - - [ ] No - - [x] Yes (**explain below**) Checks if bot is eligible for instant logout or not. If not, timed logout applies to them. ## 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. --> While testing this I was having some odd issues with the command `account set gmlevel`. Not sure what's going on there, but for purposes of testing this and changing your account security level, doing it directly in the DB at "acore_auth>account_access" is going to be most reliable. |
||
|
|
a34681bd7e
|
Modify UpdateAI to Allow Future Methods to Interrupt Bot Spells (#2295)
Note: Resubmitted because the prior PR had master for the source
<!--
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 adds to PlayerbotAI::UpdateAI a boolean variable,
pendingCastInterrupt, and a public function, RequestCastInterrupt(),
that toggles the variable and would then call InterruptSpells in
UpdateAI. This lets an external script hook into UpdateAI to interrupt a
spell that is in the process of being cast. This should allow
raid/dungeon strategies to actually interrupt spells, such as for
avoiding hazards, as you cannot do so by calling InterruptSpells() or
Reset() or anything else with a raid/dungeon action method.
## 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.
There is no processing cost from this PR itself since it just adds a
simple boolean check that will always return false unless other methods
are implemented to call RequestCastInterrupt().
## 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.
-->
This PR doesn't do anything by itself, but confirmation of no
performance impact can be tested by just playing with the PR merged. I
tested this by introducing scripts that called RequestCastInterrupt()
for Archimonde (included in the Hyjal PR now) and for Auchenai Crypts
(built on the strategy from flashtate's PR just for test purposes), and
spells were interrupted as intended.
## 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**)
I'm not sure if it counts as "yes" here, but this PR opens up the
ability for scripts to be added that would add real checks to UpdateAI.
The impact of such scripts will depend on how they are implemented,
however. It is possible (and intended) for the external calls to be
highly limited in scope (e.g., only bots in a particular circumstance in
a particular boss fight).
## 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 Sonnet 4.6 was used to brainstorm different possibilities to
allow external scripts to interrupt spells. I considered different
options before settling on this one due to it not requiring core
changes, being easily usable in boss strategies, and not having any
performance impact on its own.
<!--
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>
|
||
|
|
d01316fe64
|
Exclude Isle of Quel'danas Areas From PvP (#2304)
<!--
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 vendor/quest hub areas of the Isle of Quel'danas to excluded
PvP areas (Shattered Sun Staging Area, Sun's Reach Sanctum, Sun's Reach
Harbor, Sun's Reach Armory). Otherwise, bots attack each other and piss
off all the Shattered Sun Offensive guards and NPCs.
## 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 one of the above-mentioned areas while PvP flagged (or on a PvP
server, like me). See if bots attack.
## 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.
-->
---------
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>
|
||
|
|
ce1adebc78
|
fix(Core): scope AddPlayerBot loading count to master account (#2307)
## Problem
`AddPlayerBot()` falsely rejects player bot additions with *"You have
added too many bots (more than 40)"* even when the player has zero
personal bots.
This happens because the `MaxAddedBots` check at `PlayerbotMgr.cpp:124`
adds `botLoading.size()` to the player's personal bot count:
```cpp
uint32 count = mgr->GetPlayerbotsCount() + botLoading.size();
```
`botLoading` is a `static std::unordered_set<ObjectGuid>` on
`PlayerbotHolder` — shared by both `PlayerbotMgr` (per-player) and
`RandomPlayerbotMgr` (singleton). When `RandomPlayerbotMgr` loads random
bots at startup (up to 60 per interval via `RandomBotsPerInterval`),
their GUIDs go into the same global set. During the startup loading
window, `botLoading.size()` can easily reach 100–300, far exceeding the
default `MaxAddedBots = 40` limit.
The result: any player who logs in during the random bot loading window
and tries `.playerbot add <name>` gets blocked, even though the limit is
intended to be per-player.
### How to reproduce
1. Set `AiPlayerbot.RandomBotAutologin = 1` (default) with 500 random
bots
2. Start the server
3. Log in immediately while random bots are still loading
4. Run `.playerbot add <character_name>` for an offline character on
your account
5. Get *"You have added too many bots (more than 40)"* despite having 0
personal bots
6. Wait 1–2 minutes for random bot loading to finish, try again — works
### Root cause
- `PlayerbotHolder::botLoading` is declared `static` at
`PlayerbotMgr.h:60`, so both `PlayerbotMgr` and `RandomPlayerbotMgr`
share the same set
- `AddPlayerBot()` inserts into `botLoading` at line 147 for ALL callers
— both player-initiated adds (`masterAccountId > 0`) and random bot
spawns (`masterAccountId = 0`)
- The count check at line 124 uses `botLoading.size()` (the entire
global set) instead of filtering to bots being loaded for the requesting
player
- The config comment confirms the intended scope: *"The maximum number
of bots that a player can control simultaneously"*
## Fix
Change `botLoading` from `unordered_set<ObjectGuid>` to
`unordered_map<ObjectGuid, uint32>` where the value is the
`masterAccountId` passed to `AddPlayerBot()`. Random bots are loaded
with `masterAccountId = 0`.
The count check now iterates the map and only counts entries matching
the current player's `masterAccountId`:
```cpp
uint32 loadingForMaster = 0;
for (auto const& [guid, acctId] : botLoading)
{
if (acctId == masterAccountId)
++loadingForMaster;
}
uint32 count = mgr->GetPlayerbotsCount() + loadingForMaster;
```
### Callsite compatibility
All 10 existing `botLoading` callsites were audited:
| Callsite | Operation | Compatible |
|----------|-----------|-----------|
| `PlayerbotMgr.cpp:85` | `find()` by key | Yes |
| `PlayerbotMgr.cpp:153` | `emplace()` (was `insert()`) | Changed |
| `PlayerbotMgr.cpp:174` | `erase()` by key | Yes |
| `PlayerbotMgr.cpp:209` | `erase()` by key | Yes |
| `PlayerbotMgr.cpp:229` | `erase()` by key | Yes |
| `PlayerbotMgr.cpp:1163` | `find()` by key | Yes |
| `RandomPlayerbotMgr.cpp:429` | `empty()` | Yes |
The six unchanged callsites use `find()`, `erase()`, and `empty()` which
operate on keys identically for both `unordered_set` and
`unordered_map`.
## Files changed
| File | Change |
|------|--------|
| `src/Bot/PlayerbotMgr.h` | `botLoading` type:
`unordered_set<ObjectGuid>` → `unordered_map<ObjectGuid, uint32>` |
| `src/Bot/PlayerbotMgr.cpp` | Definition type updated, `insert` →
`emplace` with `masterAccountId`, count check filters by
`masterAccountId` |
## What is NOT changed
- `MaxAddedBots` config key and default value (40) — unchanged
- Random bot loading behavior — unchanged
- The `botLoading.empty()` throttle in `RandomPlayerbotMgr` — unchanged
- In-game group invite flow — unaffected (does not go through
`AddPlayerBot`)
- No new config keys, no schema changes, no API changes
---------
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>
Co-authored-by: Hokken <Hokken@users.noreply.github.com>
Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
|
||
|
|
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>
|
||
|
|
8f7d352f7e
|
Implement Auchenai Crypts Strategies and TBC Dungeon Contexts (#2229)
<!--
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 aims to add bot strategies to the Auchenai Crypts dungeon,
specifically for the boss Shirrak the Dead Watcher, as his focus fire
mechanic is really annoying to deal with.
Additionally I have added TbcDungeonActionContext.h and
TbcDungeonTriggerContext.h for future reference as I add more strategies
to TBC dungeons that need it.
A HUGE thank you to @brighton-chi for all his help. This has been a fun
learning experience!
## 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.
Trigger: A 20 yard radius grid search is performed to locate the focus
fire trigger NPC
Action: Bots will flee from the trigger NPC using MoveAway with a 5 yard
safety buffer
Multiplier: A for loop that prevents bots from running back into the
focus fire mechanic while its active.
Tanking: Tanks have a set coordinate to drag the boss to for the
duration of the fight.
- Describe the **processing cost** when this logic executes across many
bots.
Minimal, these scripts only execute when Shirrak has been engaged.
## 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 into Auchenai Crypts (Normal or Heroic) and engage Shirrak the Dead
Watcher
## 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**)
This logic is only applied to Auchenai Crypts and activates during
Shirrak's encounter.
- Does this change modify default bot behavior?
- - [ ] No
- - [X] Yes (**explain why**)
Behavior only applies when in the instance and when engaged with
Shirrak.
- Does this change add new decision branches or increase maintenance
complexity?
- - [ ] No
- - [X] Yes (**explain below**)
New dungeon contexts were added (TbcDungeonActionContext and
TbcDungeonTriggerContext) to provide a clean and dedicated structure for
future TBC dungeon strategies that will be developed. This was done to
be in alignment with the existing WOTLK contexts that already exist.
## 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.
-->
Gemini was used to help me understand existing code in the module I was
referencing and reusing to develop this strategy as I am not a
programmer and hardly know anything about C++.
## Final Checklist
- - [X] Stability is not compromised.
- - [ ] Performance impact is understood, tested, and acceptable.
- - [ ] 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.
-->
If there are any better alternatives that could be used to help improve
the strategy in any way, please suggest it. I am very new to this and
want to learn and improve.
---------
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>
|
||
|
|
5d7fb9e97d
|
Druid - lifebloom (#2292)
<!--
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 -->
Restoration Druid now use lifebloom when get Clearcasting proc.
## 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 to group restoration druid and tank
2. Attack target (for example dummy)
3. When druid heals and get clearcasting should cast lifebloom on tank
## 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**)
Restoration druid by default use lifebloom on tank when got clearcasting
proc.
- 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.
-->
Copilot CLI to review.
<!--
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.
-->
<img width="728" height="268" alt="obraz"
src="https://github.com/user-attachments/assets/25bf2b22-d8e5-4755-9f44-d24246cceae2"
/>
<img width="506" height="196" alt="obraz"
src="https://github.com/user-attachments/assets/f4e4897c-496a-412f-bde7-a88f15d9099c"
/>
|
||
|
|
e177901402
|
Bug(self-bot): Self-bot should face target when using ranged or melee attack (#2300)
## Pull Request Description
Currently when using self-bot and that self-bot is using ranged attacks
its not facing the target, this happens because the client doesnt
receive the instruction in Player::SendMessageToSet(WorldPacket const*
data, bool self);
## 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 new character with uses range attack as base attack (hunter,
mage, druid etc) and observe. Apply patch and observe your self-bot
character is now always facing towards the 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?
- - [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.
-->
|
||
|
|
53a607e147
|
Enable bots to do Outdoor pvp (#2217)
## Pull Request Description Bots will now engage with outdoor pvp targets when in an area with them. I carved this out of the guildrpg system Im working on since it should work just fine as a standalone. Note this requires a core update https://github.com/azerothcore/azerothcore-wotlk/pull/25103 ## Feature Evaluation Its not expensive. the status checks are fairly light and simple. Should be on par with current rpg system actions ## How to Test the Changes You can try to use selfbot to enable this while in EPL, or set the probability of all other rpg actions to 0. ## 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**) There is some impact, but should be minimal overall. - Does this change modify default bot behavior? - [ ] No - [x] Yes (**explain why**) It will activate automatically based on default config. - Does this change add new decision branches or increase maintenance complexity? - [ ] No - [x] Yes (**explain below**) ## 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. --> Nothing beyond search functionality and autocomplete. ## 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: bash <hermensb@gmail.com> Co-authored-by: Revision <tkn963@gmail.com> Co-authored-by: kadeshar <kadeshar@gmail.com> |
||
|
|
74ccc6fbe9
|
Mage additional stat weight (#2299)
<!--
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 -->
Mage before getting Molten Armor dont prioritize Spirit before Intellect
## 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 mage which dont have Molten Armor (level < 62)
2. Give him 2 items for same slot one with spirit one with intellect and
unequip item on this slot and destroy
3. Bot should equip this with intellect (if other stats are same)
## 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**)
Mage before getting Molten Armor dont prioritize Spirit before Intellect
- 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 best spot to change stat weights depending of class and
HasSpell.
<!--
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.
-->
Example stat weights when using Molten Armor (Fire P1 Preset)
<img width="777" height="340" alt="obraz"
src="https://github.com/user-attachments/assets/1e90e0e2-502c-4e3c-80ff-42c73589fccb"
/>
Example stat weight when using Mage Armor (Fire P1 Preset)
<img width="781" height="348" alt="obraz"
src="https://github.com/user-attachments/assets/3f5ece3b-daed-41a0-ab7d-f6615be5f9b4"
/>
|
||
|
|
ae9b76aaa5
|
Fix Undead/Draenei bots stuck in starting zones (#2298)
## Pull Request Description
Undead and Draenei bots get stuck in an idle/rest loop in their starting
zones because the default NPC scan range (150f) and quest giver filter
(80f) are too small and not enough. NPCs fall within range for
`WANDER_NPC` to activate (requires >= 3).
This adds a configurable area-based override that increases both ranges
to 200f only in affected areas. All other zones remain at default
values.
## Feature Evaluation
- **Minimum logic**: One `std::set::count()` lookup per `Calculate()`
call to check if the bot's current area is in the override list. If yes,
scan range is 200f instead of 150f.
- **Processing cost**: `GetAreaId()` is a cached uint32 read (~1ns).
`std::set::count()` on a 2-element set is O(log n) ≈ 1 comparison.
Negligible compared to the grid scan itself (~33,000-53,000ns).
## How to Test the Changes
1. Create Undead or Draenei bots (level 1)
2. Observe that they pick up quests and start moving in Deathknell/Ammen
Vale
3. Without this fix, they sit in REST status indefinitely
4. Optionally add/remove area IDs via
`AiPlayerbot.RpgScanRangeOverrideAreaIds` in playerbots.conf
## Impact Assessment
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
- [x] Minimal impact
- pmon data (500 bots, extended run):
- Default 150f: 0.033ms avg
- Global 200f: 0.053ms avg
- Area check (this PR): 0.042ms avg
- The 0.009ms increase over default is caused by bots currently in
starting zones scanning at 200f. Bots outside override areas are
unaffected.
- Does this change modify default bot behavior?
- [x] No
- Does this change add new decision branches or increase maintenance
complexity?
- [x] No
- Uses the existing `LoadSet`/`std::set` config pattern already used
throughout the codebase.
## AI Assistance
- [x] Yes
- Used AI to speed up understanding the codebase, locate relevant
functions, and compare with the cmangos playerbots implementation. All
code was reviewed and tested manually.
## 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
The root cause is that `WANDER_NPC` requires `possibleTargets.size() >=
3`, but sparse starting zones have fewer than 3 NPC-flagged units within
150f. Increasing the scan range to 200f brings enough NPCs into range
for the status check to pass. The override is configurable via
`AiPlayerbot.RpgScanRangeOverrideAreaIds` so server admins can add more
areas without code changes.
|
||
|
|
e13aa7d2f6
|
IsTank fix for Death Knight (#2296)
<!-- 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 --> Death Knights with Frost Presents are recognized by bots as tank Related with: #2290 ## 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 Death Knight and apply Frost Presence 2. Invite Restoration Druid bot to party 3. Bot should apply "Thorns" on you ## Impact Assessment <!-- As a generic test, before and after measure of pmon (playerbot pmon tick) can help you here. --> - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [x] No, not at all - - [ ] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) Bots now identify Death Knight with Frost Presence as tank - 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. --> Example of non Blood Death Knight tank build https://forum.warmane.com/showthread.php?325582 |
||
|
|
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.
-->
|
||
|
|
5e2f2823ec
|
fix(Core/Paladin): Remove duplicate trigger registrations (#2301)
<!--
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 "lay on hands", "lay on hands on party", "blessing of protection on
party", and "divine plea" triggers were registered twice with
conflicting priorities, causing double-firing. Removes the old block
while preserving the new "hand of freedom on party" trigger.
@kadeshar Can you confirm this matches your intent?
## 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 spotted the error on review and ran ahead with a fix, but I
confirmed that it is infact duplicate.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
## 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: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
|
||
|
|
03db0c34b2 | improving RPG traveland minimize wierd path selections but still happen | ||
|
|
cd16f6baf1 | z-axe clamping to prevent clipping throught the map | ||
|
|
4bcf8fd2c4
|
Performance(Core): Some activity sec to ms init fixes, global activity loop check and some additional minor fixes (#2288)
<!--
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
1. Corrected the init activity times; Since ive changed (previous) the
calc from seconds to ms to increase more scope for the offset execute
jitter (removed timer(), 0 is correct way todo now with MS) (also broke
self-bot)
2. Global loop checks in activityAllowed instead vs multiple loops, this
function is called very often so we better optimize it.
3 Fixed the broken 'HasManyPlayersNearby' function and then deleted it
:O To fragile due various edge cases and rather expensive call, besides
lets activeAlone deal with this situation which is way more controlled.
4. Some additional small fixes that where unnoticed overtime.
5. Added/Changed inline comments which makes more sense and explains
what it does.
6. Removed dead code freeze bots during init.
7. self-bot fix
## 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**)
- - [x] Moderate impact (**explain below**)
When playing with larger amount of real players makes the allowed
activity perform better.
- 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.
-->
|
||
|
|
9ebccc23a2 | clearified the ac | ||
|
|
a4a3a3d964
|
Fix for github action translation labeling (#2285)
Maintenance PR |
||
|
|
7b04c56956
|
Add default case to mount initialization for bots. (#2276)
## Pull Request Description <!-- Describe what this change does and why it is needed --> This PR adds a default case for the mount initialization function for player bots, allowing custom race additions to not crash when added to an AzerothCore server (such as [`mod-worgoblin`](https://github.com/heyitsbench/mod-worgoblin)). ## Feature Evaluation This feature ideally does not get touched in standard `mod-playerbots` usage, as it only adds a case to a switch statement, and would not be getting taken with Blizzlike data (which the vast majority of users likely use). ## How to Test the Changes 1. Add custom races to your AzerothCore instance (most easily accomplished with the above linked module). 2. Start the server and configure it to create random player bots (that fall under the added custom races). 3. Observe no crash. ## Impact Assessment - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [X] No, not at all - Does this change modify default bot behavior? - - [X] No - Does this change add new decision branches or increase maintenance complexity? - - [X] Yes (**explain below**) This does add another path in a switch statement. It also creates another set of data for that case. This could have been avoided by consolidating the human/orc cases into the default case, but I elected not to do that in case players make their own changes. If preferred, I can definitely consolidate the cases to not have those redundant data points. ## Messages to Translate - Does this change add bot messages to translate? - - [X] No ## AI Assistance - Was AI assistance used while working on this change? - - [X] No ## 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 Pretty please? 🥹 --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> |
||
|
|
4c9b0adb72
|
Fire mage cc (#2281)
<!--
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 support for fire mage cc spells like: Dragon's Breath (disorient)
and Blast Wave (knockback)
## 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 fire mage to party
2. Add strategy `nc +duel`
3. Start duel and go near bot
4. Bot should use frost nova/dragon's breath/blast wave depends of
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?
- - [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**)
Mages cc by default
- 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, for research differences between CcStrategy implementation
between cmangos and ac playerbots
## 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.
-->
|
||
|
|
4ba05962c9
|
Add fireball fallback for frostfire bolt for frost mage (#2271)
<!--
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 -->
Low level frost mages who do not yet have Frostfire Bolt never use Brain
Freeze procs, since it is trying to use Frostfire Bolt. This adds
Fireball as the fallback for Frostfire Bolt, so frost mages without
frostfire bolt will still use Fireball when they get Brain Freeze
## 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.
-->
Get a frost mage without Frostfire Bolt who has the Brain Freeze talent.
A level 60 frost mage works for example.
Have them attack something until Brain Freeze procs. They should now use
Fireball instead of ignoring 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.
-->
|
||
|
|
ca54cff6f5
|
Bug fix. Edge case where bots would get stuck in cities. (#2269)
<!--
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 -->
When I refactored flight destinations, I wanted to make where bots go
more intentional. so I made it dependent on the
allianceHubsPerLevelCache and hodeHubsPerLevelCache. This system relied
on there being an innkeeper in each area that the bots would fly to.
However, not every zone has an innkeeper, and so there was an odd
situation where bots had nowhere to fly to. (Most notably at level 53.)
This solves that by hardcoding the flightmasters in those areas into the
cache.
I also put back in the city teleport probability check which was forcing
every bot to teleport to a city on level up.
## 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.
-->
Debugging and comments.
## 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.
-->
|
||
|
|
f5363c9465
|
Fix Warrior Battle Shout Spam (#2259)
<!--
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 -->
There is a known problem that Warriors will repeatedly spam Battle Shout
(BS) if there is a stronger Blessing of Might (BoM) present that they
cannot override. It has been long known that the issue arises from the
lack of a BS trigger. It was not a problem in the past because BS and
BoM used to (erroneously) stack, and that was eliminated when AC ported
TC's stacking rules.
This PR adds a trigger for BS that prevents the bot from attempting to
cast it if a stronger BoM (or Greater BoM) is present. To do this, it
compares the AP bonus of any BoM/GBoM applied to the Warrior bot, and
then will attempt BS only if the Warrior has a stronger one.
I also did some minor reformatting of the other Warrior triggers, mostly
just deleting comments and extra braces.
## 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 trigger is fairly complicated because it uses an AP comparison and
takes into account spell ranks and the talent Commanding Presence (which
increases the strength of BS). The bug could be solved by a very simple
aura check for BoM/GBoM. That's suboptimal though because BS will be
stronger if the Paladin has a lower rank of BoM or the Warrior has
Commanding Presence and the Paladin does not have Improved BoM.
At the end of the day, this is a new trigger that runs every tick, but
it's not really more expensive than generic BuffTriggers, which all do
this. And it is needed to solve a very annoying bug that essentially
renders Warriors useless in any optimized raid unless BS is disabled.
I don't believe this more robust trigger (as opposed to just calling
BuffTrigger and additionally checking for any BoM/GBoM aura) has any
further impact on performance--any added logic is practically free AFAIK
(e.g., checking if the bot has a particular talent is just an integer
lookup).
## 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.
-->
Form a group with a Warrior and Paladin bot, with the Warrior bot having
a weaker BS than the Paladin's BoM (this is naturally the case at max
level, unless the Warrior has Commanding Presence and the Paladin does
not have Improved BoM). Have the Paladin cast BoM on the Warrior if it
has not done so automatically. Enter combat and see if the Warrior uses
BS. Try again with the Warrior having a stronger BS.
## 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**)
As noted above, this is a new BuffTrigger that runs every tick.
- Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)
Default behavior was broken.
- Does this change add new decision branches or increase maintenance
complexity?
- - [x] No
- - [ ] Yes (**explain below**)
This is, with respect to the code, a pretty complex trigger. But that
should not impact other logic, and if need be, there is a very simple
version that could be implemented that would at least fix the bug, as
noted above.
## 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 used Claude Sonnet 4.6. This is essentially the first PR that I
entirely vibe coded. I knew what the problem was and how to fix it,
including the conditions I wanted in the trigger, and the LLM did the
rest. I can tell you what each block does and why that's needed, but I
can't tell you how they all work technically.
I tested this ingame in scenarios where the available BS was stronger
and not as strong, and in each case, the correct behavior was observed.
I've since run several raids without BS disabled on my Warriors, and
they are correctly not using it (as my Ret Paladin is applying a
stronger BoM). The trigger does not show up as an expensive one with
pmon (unlike, say, VIgilance, which is probably the most expensive class
trigger in the mod (excluding any DK triggers just because I've never
used one so I have no idea)).
## 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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a87999bef5
|
Berserker Rage support (#2261)
<!-- 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 Berserker Rage usage (in combat and outside combat) for Warrior (all specs) Related with: #1755 ## 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 to party - [optional] start combat (for example with dummy) - use command `.aura 6215` - bot should cast Berserker Rage ## 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**) Warriors use Berserker Rage when they got fear, sleep or sap - 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. --> Copilot CLI to review ## 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="324" height="125" alt="obraz" src="https://github.com/user-attachments/assets/e502f1c1-88f4-42a1-b07b-fc9ef3fd318b" /> [Berserker Rage performance test.txt](https://github.com/user-attachments/files/26333365/Berserker.Rage.performance.test.txt) |
||
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30c142aaca
|
Challenging Roar support (#2238)
<!-- 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 Challenging Roar support to druid taunt spell Related with: #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. --> - run dungeon with druid tank and monitor spell usage ## 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**) Druid also use Challenging Roar as taunt spell - 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. --> |
||
|
|
d07ddb14d0
|
Paladin use bubble heal strategy (#2244)
<!--
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 support for bubble heal strategy.
Adjusted emergency action order
## 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 paladin bot to party
- check that bot dont have `healer dps` strategy
- start combat (with for example dummy)
- use `.damage 20000` where 20000 is near max health of bot
- use `.unaura 25771` until bot use Divine Shield
- bot should heal himself
## 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**)
Paladin bot heal himself without `healer dps` while Divine Shield
- 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.
-->
<img width="297" height="142" alt="obraz"
src="https://github.com/user-attachments/assets/5e35341b-2b23-4d34-b0c6-dc228823850f"
/>
|
||
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c0390a24fd
|
feat(Performance): BotActiveAlone activity interval fixes and default settings for avg player (#2250)
<!--
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
- Bugfix the jittering on/off of botAlone activity
- BotActiveAlone activity duration configurable
- Updated the default config values for general user for a smoother
experience
- Added offset jittering for the check allowedActivity and check next AI
delay to prevent cpu spikes
(disabled WhenIsFriend can cause race conditions)
## 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**)
- - [x] Moderate impact (**explain below**)
In a positive way, bots in your zone and 150 radius will always be
active, meanwhile other bots will be active 40%
of the time with intervals for 60 seconds per bot. With much lower
latencies. All configurable without say.
40% and 60 seconds for more balance for those who seek bots create world
feel more natural and live vs bots leveling without killing the server
performance. Why not 50 due activity of bots itself 40% will result more
into 45-50% like behavior and 50% prolly more 55%-60%. This it not
something we want incorporate when calculating the value since it
depends on various config and situation. But 40% is good base with
default config.
- 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>
|
||
|
|
f76c286353
|
Fix Destruction Warlock Glyphs, Take Two (#2278)
<!--
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 -->
When I previously "fixed" the default glyphs for destro pve, I
accidentally put Life Tap twice. This PR replaces the second Life Tap
with Incinerate (which is what I intended).
I also fixed a typo in the config.
## 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 maintenance on a level 80 Warlock with destro pve spec. Their major
glyphs should be, in order, Life Tap, Conflagrate, and Incinerate.
## 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**)
The default glyphs are wrong.
- 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: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
|
||
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579f972666
|
fix: invert NoRtiTrigger condition so mark rti strategy works (#2256)
## Summary - `NoRtiTrigger::IsActive()` returns `target != nullptr`, meaning it only fires when a raid icon is **already** assigned — creating a chicken-and-egg problem where the bot never places the first mark - Invert to `target == nullptr` so the trigger fires when **no** mark exists, prompting `MarkRtiAction` to mark the lowest-HP unmarked attacker - Once a mark is placed, the trigger stops firing until the marked target dies ## Test plan - [ ] Add `mark rti` strategy to a tank bot via `co +mark rti` - [ ] Enter combat with multiple mobs — bot should auto-mark lowest HP target with skull - [ ] Verify mark persists until target dies, then bot marks next target - [ ] Verify no marking occurs out of combat 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- 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> Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
||
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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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76dd91c4fa
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Hand of Freedom support (#2233)
<!-- 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 Added Hand of Freedom action for paladin. Related with: #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. --> - invite paladin bot to party - start fight (can use dummy target) - apply some snare effect to bot or yourself (for example `.aura 1715`) - bot should use hand of freedom ## 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, paladin bots start using Hand of Freedom - 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, as helper to create and review code ## 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="424" height="93" alt="obraz" src="https://github.com/user-attachments/assets/3cac4454-35af-474d-8ea0-67c462973c79" /> |
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496d6c9e4c
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Blood dk rotation update (#2227)
<!--
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 -->
Improve the blood DK rotation, add hysteria use, improve blood pact use.
Basic Blood priority should be:
1. Keep diseases up
2. Use rune strike whenever possible
3. Use frost and death runes on Icy Touch (highest threat ability)
4. Use unholy runes on death strike to trigger more death runes
5. use blood runes on heart/blood strike
Hysteria should be used on a physical dps, or a tank if no physical dps
is available. Never a caster or healer.
Summon ghoul should be saved for death pact usage. They are honestly a
liability that aggros everything in range without the unholy talent that
turns them into a pet anyways.
## 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.
Removed plague strike from the general rotation. It should only be used
for disease application.
Added death strike on "high unholy rune" trigger instead.
Remove raise dead from generic dk. Only cast it right before death pact.
Add hysteria to bloods default actions.
- Describe the **processing cost** when this logic executes across many
bots.
Minimal change
## 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 rotation changes:
Use a combat parsing addon such as Details! or watch the combat log of a
Blood DK bot.
They should now use death strike instead of using unholy runes on plague
strike.
To test hysteria:
Ungrouped blood dk bots can be observed using it on themselves.
Create a group with the blood dk + casters/healers only. Observe that
they never use hysteria on the casters.
Create a group with blood dk + physical dps. Observe that they use
hysteria on a dps and not themselves.
To test blood pact:
I used GM command .damage to get my Blood DK bot into "critical health"
trigger. They will use raise dead then blood pact.
## 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 |
| --------------- | ------------------ |
| | |
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## 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.
-->
Used for brainstorming and exploring the codebase to find similar
patterns.
## 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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