57 Commits

Author SHA1 Message Date
bash
ba60fae9b6 fix(Core/Movement): Restore PositionValue.h include (provides PositionInfo type) 2026-06-05 09:56:47 +02:00
bash
36a4b2a431 refactor: Dead-code sweep — Follow /* */ block + TravelNode 2x /* */ blocks + LastMovement.lastFollow + 6 unused includes 2026-06-05 09:56:47 +02:00
bash
e820889965 refactor(Core/Movement): Remove partial vehicle handling in MoveTo+ChaseTo (deferred to dedicated PR) 2026-06-05 09:56:47 +02:00
bash
9ac6dcbac6 refactor(Core/Movement): Dead-code sweep — drop old MoveTo commented block + ANGLE_45_DEG + cropUselessNode + addZoneLinkNode + addRandomExtNode 2026-06-05 09:56:47 +02:00
bash
45a3189d4b refactor(Core/Travel): Remove teleportSpell + NODE_TELEPORT + PortalNode + hearthstone/mage A* injection (staticPortal kept) 2026-06-05 09:56:47 +02:00
bash
6079863fce refactor(Core/Travel): Simplify transport config to TransportSkipRide bool; drop mode-0 deck-walk approximations 2026-06-05 09:56:47 +02:00
bash
f90f365e94 feat(Core/Movement): Mode-0 transport board/disembark — snap-and-deck-walk on board, NearTeleport+walk on disembark 2026-06-05 09:56:47 +02:00
bash
343ab7ac30 feat(Core/Movement): BoardTransport mode 1 — teleport directly to boarding edge when transportTeleportType >= 1 2026-06-05 09:56:47 +02:00
bash
276d773ea9 fix(Core/Movement): WaitForTransport now actively disembarks (matches reference UseTransport flow) 2026-06-05 09:56:47 +02:00
bash
80a0e79cd2 fix(Core/Movement): HandleSpecialMovement parity — portal spell-effect check, mount-flying refuse, area-trigger orientation, transport board throttle, teleport failure clears lastPath 2026-06-05 09:56:46 +02:00
bash
b187031ed2 fix(Core/Movement): ResolveMovePath takes WorldPosition by value (distance() not const-safe) 2026-06-05 09:56:46 +02:00
bash
50e271c601 fix(Core/Movement): Align Follow IsSafe/bounding-radius + ChaseTo emote clear + IsSitState->IsStandState normalization + MoveNear bounding radius 2026-06-05 09:56:46 +02:00
bash
5fcba45e80 feat(Core/Travel): Emit NODE_TELEPORT for teleport-spell edges; add HandleSpecialMovement consumer 2026-06-05 09:56:46 +02:00
bash
37b518aafe fix(Core/Movement): Force graph routing for vertical moves on map 609 (Ebon Hold) 2026-06-05 09:56:46 +02:00
bash
0fedb5f8d9 fix(Core/Movement): Align WaitForTransport + HandleSpecialMovement disembark 2026-06-05 09:56:46 +02:00
bash
2929b94d9a refactor(Core/Movement): Rename stale TravelPlan:* labels + drop unused lastdelayTime 2026-06-05 09:56:46 +02:00
bash
f7df64e4c2 refactor(Core/Travel): Drop TravelPlan struct; GetFullPath returns TravelPath 2026-06-05 09:56:46 +02:00
bash
7d507a6922 refactor(Core/Movement): Drop dead ExecuteTravelPlan + LaunchWalkSpline + MoveToSpline + GetTravelPlan + RefineWalkPoints 2026-06-05 09:56:46 +02:00
bash
b1dc9c787a refactor(Core/Movement): Drop dead StartTravelPlan + UpdateTravelPlan + debug node lookup 2026-06-05 09:56:45 +02:00
bash
e4d4bb74f6 feat(Core/Movement): Add HandleSpecialMovement + WaitForTransport 2026-06-05 09:56:45 +02:00
bash
665f2a3e56 feat(Core/Movement): Add MovementAction::ResolveMovePath unified resolver 2026-06-05 09:56:45 +02:00
bash
13b10e5d20 refactor(Core/Movement): Align MoveFarTo preamble + drop spline-plan throttle 2026-06-05 09:56:45 +02:00
bash
2f00af0352 refactor(Core/Movement): Drop IsWaitingForLastMove throttle 2026-06-05 09:56:45 +02:00
bash
d85d0aabbc fix(Core/Movement): Bypass stale lastMove gate when bot stopped + loosen probe short-circuit 2026-06-05 09:56:45 +02:00
bash
6ce047ab6a fix(Core/Travel): Batch NODE_PREPATH into the walk-spline dispatch so per-tick re-resolve actually moves the bot 2026-06-05 09:56:45 +02:00
bash
df77ea730d fix(Core/Travel): Pass GAMEOBJECT_TYPE_SPELLCASTER to GetGameObjectIfCanInteractWith 2026-06-05 09:56:45 +02:00
bash
e57dcf50c5 refactor(Core/Travel): Remove dead spline-progress tracking and unused NODE_TELEPORT path 2026-06-05 09:56:45 +02:00
bash
f328f455ca feat(Core/Travel): Re-enable area-trigger, static-portal, and teleport-spell nodes 2026-06-05 09:56:45 +02:00
bash
c0e41e6ce1 feat(Core/Travel): Exclude area-trigger, static-portal, teleport-spell path types from PR 2026-06-05 09:56:45 +02:00
bash
7ac501adb0 feat(Core/Travel): Handle NODE_TELEPORT (hearthstone) and NODE_AREA_TRIGGER 2026-06-05 09:56:45 +02:00
bash
ec6e412f35 fix(Core/Movement): ChaseTo tries mmap path before MoveChase 2026-06-05 09:56:45 +02:00
bash
f5cd75e336 refactor(Core/Movement): Drop redundant bot filter setters at PathGenerator sites 2026-06-05 09:56:44 +02:00
bash
a6d691e6a7 refactor(Core/Movement): Rename SetAreaCost calls to SetNavTerrainCost 2026-06-05 09:56:44 +02:00
bash
2a8bd23272 fix(Core/Movement): Apply bot filter setters at all PathGenerator construction sites 2026-06-05 09:56:44 +02:00
bash
4b4fdd26c1 chore(Core/Debug): Compact debug-move whisper format 2026-06-05 09:56:43 +02:00
bash
da64c2cdcf feat(Core/Travel): Sparse-segment clip in LaunchWalkSpline 2026-06-05 09:56:43 +02:00
bash
9395ed79ef chore: Drop bot movement console logs 2026-06-05 09:56:43 +02:00
bash
a81c7a2761 chore: Tighten comments in travel and movement code 2026-06-05 09:56:43 +02:00
bash
4b3e7f24f3 chore(Core/Travel): Drop cmangos reference in RefineWalkPoints comment 2026-06-05 09:56:43 +02:00
bash
487d12711e Revert "fix(Core/Travel): LOS check before trusting raw cmangos waypoints" 2026-06-05 09:56:43 +02:00
bash
1a057319c3 fix(Core/Travel): LOS check before trusting raw cmangos waypoints 2026-06-05 09:56:43 +02:00
bash
21c981bd35 fix(Core/Travel): Trust travelnode waypoints when AC mmap rejects segments 2026-06-05 09:56:43 +02:00
bash
70efd4f1b9 refactor(Core/Travel): Drop redundant NAV_GROUND_STEEP excludes (core handles via IsBot) 2026-06-05 09:56:43 +02:00
bash
523624c611 fix(Core/Travel): Exclude NAV_GROUND_STEEP at all bot PathGenerator sites 2026-06-05 09:56:43 +02:00
bash
86f0be5b08 feat(Core/Travel): Align MoveFarTo and probe pipeline with cmangos 2026-06-05 09:56:43 +02:00
bash
c7fa1fcc4f feat(Core/Travel): Travel-node graph routing for long-distance pathing 2026-06-05 09:56:42 +02:00
Keleborn
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.
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DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## 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.
-->
2026-04-24 23:03:36 +02:00
bash
cd16f6baf1 z-axe clamping to prevent clipping throught the map 2026-04-10 12:47:49 +02:00
bashermens
ac99f45696
Bugfix(issue-1878): floating players in certain conditions (#2245)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description

https://github.com/mod-playerbots/mod-playerbots/issues/1878

https://www.youtube.com/shorts/-HO-OosP0oY

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



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

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

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
- Was AI assistance used while working on this change?
    - - [x] No
    - - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-03-27 14:54:24 -07:00
Keleborn
9f875a7c81
CoreUpdate - ThreatMgr (#2228)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Modification to threat system required for current core update PR. 



## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



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

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

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
    - - [ ] No
    - - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
Claude. Module search for changes made. It also identified a section of
dead code in EnemyPlayerValue due to incorrect ref that was fixed.


## Final Checklist

- - [X] Stability is not compromised.
- - [X] Performance impact is understood, tested, and acceptable.
- - [X] Added logic complexity is justified and explained.
- - [X] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-03-21 23:41:07 +01:00