205 Commits

Author SHA1 Message Date
Keleborn
957eca0263
Feat. Enable multi node flying, and refactor into travel manager (#2156)
# Pull Request

Feature - Enable multi node flying for bots
- Bots currently only do node to node flying. This PR makes it so they
can connect multiple noted.
-- This is enabled by sending a vector containing the node sequence
instead of a single destination node
-- To minimize the run-time cost of searching for available nodes and
connection, a cache of all possible connections is prepared at start up
using a BFS search algorithm.

Refactor 
- Move all world destination logic (cities, banks, inns) to existing
Travel manager
- Eliminate flightmastercache and integrate to new manager
- replace SQLs calls with in-memory data search by core
- Add in new map that stores creature areas by template. 

Clean up
- Move other rpg files to related folder. 
(Next steps) The selection for where bots fly to should be smarter than
it is. Instead of trying to determine where a bot can go, it should
first decide where it should go, and then identify the correct way to
get there.
---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
- Describe the **cheapest implementation** that produces an acceptable
result?
- Describe the **runtime cost** when this logic executes across many
bots?

---

## How to Test the Changes

- Step-by-step instructions to test the change
- Any required setup (e.g. multiple players, bots, specific
configuration)
- Expected behavior and how to verify it

## Complexity & Impact

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

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
The call itself is fairly infrequent, and although now there are a
greater number of paths available for the bots, I dont think it would be
significant.

## Defaults & Configuration

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

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [ ] More complex behavior is optional and thereby configurable
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [ ] No
- - [x] Yes (**explain below**)
Gemini first suggested the use of a BFS algorithm. This was rewritten by
me to actually work as intended. Verification by additional logging not
present in final code.

Claude code converted the SQL filtering to the atrocious if statements
found in PrepareDestinationCache, but after verifying them it works. If
there are better ways to do this Im open to it.

---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-03-20 20:39:53 +01:00
Keleborn
2ce8993986
Correct Loot rolling behavior (#2190)
# Pull Request

This fixes the loot rolling behavior issue created by #2068 . 
Introduce the ability for enchanter bots to disenchant items they dont
need, and roll need on recipes they also need.
Make it so ITEM_USAGE_AH ensures the item is not BOP.
Try to reduce the call for item_usage in CalculateRollVote by passing
usage if available.

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
-- Add a new check that downgrades greed rolls to desired levels, or
bools for the other two options.
- Describe the **cheapest implementation** that produces an acceptable
result?
-- As implemented.
- Describe the **runtime cost** when this logic executes across many
bots?
-- Same as before. Item usage is the heaviest part, and that hasnt
changed to accommodate this.

---

## How to Test the Changes

- multiple bots in a group with group loot on, do a dungeon or
something. One bot should be an enchanter.

## Complexity & Impact

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

Does this change increase per-bot or per-tick processing?
- - [X] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [X] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ ] No
- - [X] Yes (**explain why**)
- - - Corrects the looting behavior to original design. 

If this introduces more advanced or AI-heavy logic:
- - [ ] Lightweight mode remains the default
- - [X] More complex behavior is optional and thereby configurable
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [x] No
- - [ ] Yes (**explain below**)

---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-03-20 20:37:02 +01:00
Rikus Louw
ed81a43403
Added all TBC attunement quests (#2179)
# Pull Request

Added all TBC attunement quests to conf

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
- Describe the **cheapest implementation** that produces an acceptable
result?
- Describe the **runtime cost** when this logic executes across many
bots?

---

## How to Test the Changes

- Step-by-step instructions to test the change
Run maintenance on bots
- Any required setup (e.g. multiple players, bots, specific
configuration)
This only applies to Individual Progression mod, since attunements
aren't required in base AC
- Expected behavior and how to verify it
Bots should be able to enter:
- The Eye (Tempest Keep)
- Mount Hyjal
- Black Temple

## Complexity & Impact

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

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)
All attunements for TBC are now added on 'maintenance' command

If this introduces more advanced or AI-heavy logic:
- - [ ] Lightweight mode remains the default
- - [ ] More complex behavior is optional and thereby configurable
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [x] No
- - [ ] Yes (**explain below**)

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-03-06 07:58:32 -08:00
kadeshar
28a888b6e0
Added unobtainable items to config (#2133)
# Pull Request

Moving hardcoded values to config

## How to Test the Changes

- use maintenance command
- unequip and destroy item get from this command
- turn off server
- add item to config
- turn on server
- use maintenace command
- check that different item was provided

## Complexity & Impact

Does this change add new decision branches?
- - [X] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [X] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [X] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

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

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [X] No
- - [ ] Yes (**explain below**)

---

## Final Checklist

- - [X] Stability is not compromised
- - [X] Performance impact is understood, tested, and acceptable
- - [X] Added logic complexity is justified and explained
- - [X] Documentation updated if needed

---

## Notes for Reviewers
2026-03-06 07:56:53 -08:00
NoxMax
b7b67e0fd9
Feat/Fix: Expand follower bot flightmaster distance search and use correct config patterns (#2140)
# Pull Request

Feat:
A common problem I have with follower bots is that if I quickly run up
to a flightmaster and select a destination, as I go on my way, the bots
can't get on a damn bird and say "Cannot find any flightmaster to talk".
Guy was 8 yards away and they're completely blind to him.

This is because when you select a destination, at that moment the bot
would check `GetNPCIfCanInteractWith` from core, which uses
`INTERACTION_DISTANCE`, which is defined as 5.5 yards. So the bot has to
have caught up with you to be within 5.5 yards of the flightmaster.

This PR expands that distance to use our own
`sPlayerbotAIConfig.farDistance`, which is by default set to 20 yards.
So just as long as bots have caught up to be within 20 yards from the
flightmaster, they will follow you.

Fix:
While I was doing this, I noticed that the timings for bot flight
staggering (introduced in #1281) are defined in TaxiAction and
PlayerbotAIConfig. So I removed their definitions from TaxiAction, made
proper calls to the configs, and renamed them to similar format that
other configs use.

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
- Describe the **cheapest implementation** that produces an acceptable
result?
- Describe the **runtime cost** when this logic executes across many
bots?

Changes here use a minimal amount of code to accomplish the objective,
including using pre-defined distance values rather than creating new
ones. Changes have no effect on processing.

---

## How to Test the Changes

For expanding flightmaster search distance: You will be using the `stay`
command. A bot commanded to `stay` will still take a flight with you, if
it is near a flightmaster. So you can use the command to position the
bot exactly where you want it to be
1. Place your follower bot immediately next to the flightmaster
2. Take a flight and the bot should follow. Nothing new here
3. Place the bot about 12 yards away from flightmaster.
4. Take a flight and the bot should follow. Same as before.
5. Repeat again, but this time place the bot 22 yards away. It should
not follow you and instead say "Cannot find any flightmaster to talk"
6. The change should work correctly with `InstantFlightPaths = 0` in
worldserver.conf, or if it's set to 1/2 and bots can instantly fly.

For the config of staggering:
1. Make sure `InstantFlightPaths = 0` in worldserver.conf.
2. Change the timings in playerbots.conf under the `# FLIGHTPATH`
section.
3. Changes should be correctly reflected in world.


## Complexity & Impact

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

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

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

Follower bots search a slightly bigger distance for nearby
flightmasters.

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [x] More complex behavior is optional and thereby configurable
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [x] No
- - [ ] Yes (**explain below**)

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-27 16:07:42 -08:00
Rikus Louw
ea60b38eb9
Add Serpentshrine Cavern attunement quest to bot factory (#2136)
# Pull Request

I've being getting ready to test Serpentshrine Cavern strategy on
`test-staging`, but noticed the bots don't currently have attunement
setup.

Added attunement quest.

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
- Describe the **cheapest implementation** that produces an acceptable
result?
- Describe the **runtime cost** when this logic executes across many
bots?

---

## How to Test the Changes

- Add bots and convert to raid
- Make sure you have attunement by completing
[this](https://www.wowhead.com/tbc/quest=13431/the-cudgel-of-kardesh)
quest
- Teleport to SSC and summon bots. The bots should appear in the raid.

## Complexity & Impact

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

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

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

This adds the attunement quest for SSC by default

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [ ] More complex behavior is optional and thereby configurable
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [x] No
- - [ ] Yes (**explain below**)

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-23 11:02:11 -08:00
privatecore
2f7dfdbbfc
Fix rest of trainers' related stuff + codestyle changes and corrections (#2104)
# Pull Request

* Fix the rest of the trainer-related functionality: list spells and
learn (cast vs. direct learn) spells.
* Rewrite `TrainerAction`: split the logic between appropriate methods
(`GetTarget`, `isUseful`, `isPossible`) instead of pushing everything
inside a single `Execute` method.
* Change method definitions to remove unnecessary declarations and
parameters overhead.
* Move the `Trainer` header into the implementation. Rewrite
`RpgTrainTrigger` to fit the original logic and move all validation to
`RpgTrainAction` (`isUseful` + `isPossible`).
* Implement "can train" context value calculation to use with
`RpgTrainTrigger`.
* Update and optimize "train cost" context value calculation -- it
should be much faster.
* Replace `AiPlayerbot.AutoTrainSpells` with
`AiPlayerbot.AllowLearnTrainerSpells` and remove the "free" value
behavior — please use `AiPlayerbot.BotCheats` if you want bots to learn
trainer's spells for "free".
* Add `nullptr` checks wherever necessary (only inside targeted
methods/functions).
* Make some codestyle changes and corrections based on the AC codestyle
guide.

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## How to Test the Changes

Force bots to learn spells from trainers using the chat command `trainer
learn` or `trainer learn <spellId>`. Bots should properly list available
spells (`trainer` command) or learn them (based on configuration and
command).

## Complexity & Impact

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

- Does this change increase per-bot or per-tick processing?
    - [x] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [x] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

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

If this introduces more advanced or AI-heavy logic:

- [x] Lightweight mode remains the default
- [ ] More complex behavior is optional and thereby configurable

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [x] No
    - [ ] Yes (**explain below**)

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Final Checklist

- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-23 11:00:24 -08:00
bashermens
13fff46fa0
Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)
# Pull Request

- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )

Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---

## Complexity & Impact

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

- Does this change increase per-bot or per-tick processing?
    - [x] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [x] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

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

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [x] No
    - [ ] Yes (**explain below**)
---

## Final Checklist

- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-01-30 21:49:37 +01:00
bashermens
41c53365ae
[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038) 2026-01-19 22:45:28 +01:00
bashermens
a1137dbddc
[FIX] Folder restructure (#2018)
As requested

Poll
```
1. Yes
2. Yes
3. Maybe, but yes
```

---------

Co-authored-by: Celandriel <22352763+Celandriel@users.noreply.github.com>
2026-01-17 10:34:58 +01:00
Keleborn
83c6977de5
Refactor guild managment into a singleton (#1913)
The idea is to centralize the creation, assignment, and management of
bot guilds into a single class that can be referenced.

The way this is intended to work.

when the manager is created, if the config option to delete guilds is
set, then it deletes all bot guilds.

On startup 
1. Load all guild names from database. Shuffle keys for some
randomization.
2. Load Guilds from database
3. For existing guilds, identify the guild faction, number of members,
and assess if the guild is 'full' based on the number of bots set in
config.
4. Determine if the leader of the guild is a real player based on the
leader account.
5. Mark any playerbot guild names as not available (false).

The validation process (2-5) is set to run once an hour. 

Guild Creation.
Now guild creation occurs on an as needed bases during the
initialization process. Previously, all of the guilds would be created
at once, and then randomly assigned.
When a bot is not in a guild during initialization, it will check if
there are any partially filled guilds of that bots faction where the bot
can be assigned to. If not, and the cache of bot guilds is less than the
set number in config, it will randomly return the available name. This
then goes to the CreateGuild function where the core guild manager
creates a guild, the guild emblem is set, and the cache updated.
If a bot is assigned to guild, but fails to join then it throws an
error.

Checking for real player guilds function now lives in the guild manager.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-01-03 15:15:28 +01:00
Keleborn
9917863ca1
Feat. Add Fishing action and fish with master. (#1433)
### Update :Thank you to @notOrrytrout from prompting me to work on
this. Its been a huge learning experience.

With @notOrrytrout I started working on enabling bot fishing with
master, but also on their own.
The first commit didnt crash, showing that it was possible to have a bot
cast when master does. Currently it compiles but crashes when you try to
fish with a bot in the group, whether the bot has fishing or not. It
makes me think that the check in FishingValues is broken somehow, but I
cant figure out how.

---------

Co-authored-by: bash <31279994+hermensbas@users.noreply.github.com>
2025-12-27 19:50:18 +01:00
Crow
934e73ae20
Add Ogri'la and Blackwind Landing to PvP Restricted Areas (#1915)
This PR adds a couple of neutral quest hubs in Outland to PvP restricted
areas (and makes a couple of very minor formatting fixes to the Karazhan
files).

3786: Ogri'la
3973: Blackwind Landing (Sha'tari Skyguard quest hub in Skettis)
2025-12-15 15:26:38 +01:00
blinkysc
10213d8381
Add thread safety for group operations (#1816)
Fixes crashes and race conditions when bots perform group/guild/arena
operations by moving thread-unsafe code to world thread.

Potentially fixes #1124

## Changes

- Added operation queue system that runs in world thread
- Group operations (invite, remove, convert to raid, set leader) now
queued
- Arena formation refactored to use queue
- Guild operations changed to use packet queueing

## Testing

Set `MapUpdate.Threads` > 1 in worldserver.conf to enable multiple map
threads, then test:
- Group formation and disbanding
- Arena team formation
- Guild operations (invite, promote, demote, remove)

- Run with TSAN
cmake ../ \
  -DCMAKE_CXX_FLAGS="-fsanitize=thread -g -O1" \
  -DCMAKE_C_FLAGS="-fsanitize=thread -g -O1" \
  -DCMAKE_EXE_LINKER_FLAGS="-fsanitize=thread" \
  -DCMAKE_INSTALL_PREFIX=/path/to/install \
  -DCMAKE_BUILD_TYPE=RelWithDebInfo

build

export
TSAN_OPTIONS="log_path=tsan_report:halt_on_error=0:second_deadlock_stack=1"
./worldserver

The crashes/race conditions should no longer occur with concurrent map
threads.

## New Files

- `PlayerbotOperation.h` - Base class defining the operation interface
(Execute, IsValid, GetPriority)
- `PlayerbotOperations.h` - Concrete implementations:
GroupInviteOperation, GroupRemoveMemberOperation,
GroupConvertToRaidOperation, GroupSetLeaderOperation,
ArenaGroupFormationOperation
- `PlayerbotWorldThreadProcessor.h/cpp` - Singleton processor with
mutex-protected queue, processes operations in WorldScript::OnUpdate
hook, handles batch processing and validation

---------

Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
Co-authored-by: SaW <swerkhoven@outlook.com>
Co-authored-by: bash <hermensb@gmail.com>
2025-11-21 21:55:55 +01:00
nick
a37dd2b9ae
Clarify random bot timing configuration section and parameter descriptions (#1826)
This update reorganizes and rewrites the random bot timing configuration
section for clarity and accuracy. The previous section was mislabeled as
"INTERVALS" and lacked precise descriptions. The new version:

1. Renames the header to RANDOM BOT TIMING AND BEHAVIOR
2. Adds concise, standardized comments for each parameter
3. Corrects misleading terminology (not all values are intervals)
4. Documents defaults and actual behavior clearly for easier tuning and
maintenance
5. No functional code changes — documentation and readability only.

Note, this is derived information from reading the code.
Please double check if I have captured each param accurately!
2025-11-11 09:21:13 +01:00
Crow
f874d2c79e
Fix typo in server loading message (#1742) 2025-10-20 01:05:45 +02:00
Crow
f791ab61c4
Update server loading message 2025-10-16 22:43:49 +02:00
Crow
3260ca1429
Cleanups to config and source (#1720)
* general edits

* Clarify comment for bot teleportation map IDs
2025-10-14 15:43:18 +02:00
bash
377ac199a7
Revert "Feat: Filter bot logins by level range" (#1705) 2025-10-03 22:58:30 +02:00
IainD92
f2b5580495
Maintenance config for altbots (#1693)
* Maintenance config controls

bools in config

* Update TrainerAction.cpp

removed some note-to-selfs (personal config preferences)

* Set default to true

Also tidied up some comments

* Update playerbots.conf.dist

* Reorganised

Changed the description in conf to be less conversational.

Rearranged the order that options are arranged, grouping by what made sense to me (the type of gameplay made easier/skipped by the option being enabled).

Rearranged the order the variables and method calls are listed in the code to match the order they are presented in the conf to make future maintenance of maintenance (:P) more intuitive.

* Update playerbots.conf.dist

Revert previous commit (change to call order in MaintenanceAction::Execute)

conf settings grouped
2025-10-03 11:56:16 +02:00
kadeshar
1ea17e593a
Merge pull request #1499 from NoxMax/login-range
Feat: Filter bot logins by level range
2025-10-01 17:42:39 +02:00
bash
0cc15411c1
license update (#1674) 2025-09-30 15:19:44 +02:00
Iain Donnelly
6f79193d7a Config option to set max number of guild members in random bot guilds 2025-09-28 14:04:09 +01:00
bash
c8f32569a8
Merge branch 'master' into login-range 2025-09-28 00:27:05 +02:00
Revision
ace813516d Replaced tabs with spaces 2025-09-19 21:00:09 +02:00
Alex Dcnh
e175eb1178
Paladin buff logic: Sanctuary+Kings synergy, role-aware targeting, safer Greater buffs (#1603)
* Paladin buff logic: Sanctuary+Kings synergy, role-aware targeting, safer Greater buffs

* Update PaladinActions.cpp

* Update PaladinActions.cpp

* All configs should be implement into PlayerbotAIConfig and sPlayerbotAIConfig used in code

* added: prayer of fortitude

* Magic number removed

* Update PaladinActions.cpp

* Update PaladinActions.cpp

* Update PaladinActions.cpp

* Update PaladinActions.cpp

* Update PaladinActions.cpp

* Add patch for solo paladin in group

* Correction review

* Update PaladinActions.cpp

* Add harcoded text to DB
2025-09-18 19:52:26 +02:00
St0ny
2c383339d8
Update playerbots.conf.dist (#1635)
* Update playerbots.conf.dist

Added Half-Burried Bottle to the list of dissallowed GO's

* Update PlayerbotAIConfig.cpp

Added Half-Burried Bottle to the list of disallowed GO's in the standard values of the source to complete this PR
2025-09-15 20:26:36 +02:00
kadeshar
20025b7dfa
- Added quests ending death knight questline to by default enable LFG for them (#1633) 2025-09-14 10:48:47 +02:00
zeb139
bf56154eee
Add weighted bot to banker teleport logic and config (#1615)
* add weighted bot to banker teleport logic and config

* moved banker location lookup tables to top of file
2025-09-06 16:10:56 +02:00
Spargel
c218dbe653
Fix uses of restrictHealerDPS and randomBotCombatStrategies. (#1570) 2025-09-01 19:05:07 +02:00
NoxMax
02343edc46
Merge branch 'master' into login-range 2025-08-26 22:50:29 -06:00
kadeshar
bc737ecc68
- Changed standalone config on cheat (#1585)
- Changed drink condition
2025-08-26 18:28:42 +02:00
Crow
704e02e9cc
Add SMV area IDs to PvP Prohibited Areas (#1589)
* Add SMV area IDs to PvP Prohibited Areas

Sanctum of the Stars and the Altar of Sha’tar

* Update source default pvpProhibitedAreaIDs

* Update source default pvpProhibitedAreaIDs

Now with Sanctum of the Stars & Altar of Sha'tar as well
2025-08-26 18:27:57 +02:00
HennyWilly
957a60cd1d
Ignore GameObject IDs from vanilla dungeons (#1518)
* DisallowedGameObjects for vanilla dungeons

* Bots ignore trap crates in Stratholme -> Remove

* Updated AiPlayerbot.DisallowedGameObjects default value in source code

* Removed duplicate

* Added 123329

* Added 123329 and removed duplicated

* Update playerbots.conf.dist

153464 - no reason to ignore it

* 153464 - no reason to ignore it

---------

Co-authored-by: bash <31279994+hermensbas@users.noreply.github.com>
2025-08-20 18:24:00 +02:00
NoxMax
0c3a799aae
Merge branch 'liyunfan1223:master' into login-range 2025-08-18 03:48:11 -06:00
ThePenguinMan96
c5010b3809
Merge branch 'liyunfan1223:master' into Tame-Chat-Action-/-Pet-Chat-Action-(stances/commands) 2025-08-10 09:59:34 -07:00
NoxMax
0cf41ad690
Merge branch 'master' into login-range 2025-08-09 16:56:39 -06:00
brighton-chi
13fca4398d
Remove EPL from pvp prohibited zones (#1511)
* Remove EPL from pvp prohibited zones

* fixed unrelated error in comments

* Update default value
2025-08-09 20:59:55 +02:00
Your Name
3900237ffd Filter bot logins by level range 2025-08-03 17:36:02 -06:00
ThePenguinMan96
8545225923
Merge branch 'master' into Tame-Chat-Action-/-Pet-Chat-Action-(stances/commands) 2025-08-01 23:30:23 -07:00
brighton-chi
e950f65a83
Add config to disable hunters from generating specified pet families (#1485)
* Add config to disable hunters from generating specified pet families

* Fixed unrelated typo in config
2025-08-01 19:29:51 +02:00
ThePenguinMan96
aa6f8153a1 Tame Chat Action / Pet Chat Action (stances/commands)
Hello everyone,

I am on a quest to make bot's pets completely functional, focuses on solving issues #1351 , #1230 , and #1137 . This PR achieves the following:

1. Changes the current "pet" chat command to "tame", which is more intuitive that only hunters can use it. The modes are "tame name (name)", "tame id (id)", "tame family (family)", "tame rename (new name)", and "tame abandon". Tame abandon is new - it simply abandons the current pet. Also, now, if you type in "tame family" by itself, it will list the available families. See pictures below for examples.
2. Added new "pet" chat command, with the following modes: "pet passive", "pet aggressive", "pet defensive", "pet stance" (shows current pet stance), "pet attack", "pet follow", and "pet stay". Previously, the pet's stance was not changeable, and there were some less than desired effects from summonable pets - see the issues above.
3. New config option: AiPlayerbot.DefaultPetStance, which changes the stance that all bot's pets are summoned as. This makes sure when feral spirits or treants are summoned by shamans and druids, they are immediately set to this configured stance. Set as 1 as default, which is defensive. (0 = Passive, 1 = Defensive, 2 = Aggressive)
4. New config option: AiPlayerbot.PetChatCommandDebug, which enables debug messages for the "pet" chat command. By default it is set to 0, which is disabled, but if you would like to see when pet's stances are changed, or when you tell the pet to attack/follow/stay, and when pet spells are auto-toggled, this is an option. I made this for myself mainly to test the command - if anyone notices any wierd pet behavior, this will be an option to help them report it as well.
5. Modified FollowActions to not constantly execute the petfollow action, overriding any stay or attack commands issued.
6. Modified GenericActions to have TogglePetSpellAutoCastAction optionally log when spells are toggled based on AiPlayerbot.PetChatCommandDebug.
7. Modified PetAttackAction to not attack if the pet is set to passive, and not override the pet's stance to passive every time it was executed.
8. Modified CombatStrategy.cpp to not constantly issue the petattack command, respecting the "pet stay" and "pet follow" commands. Pets will still automatically attack the enemy if set to aggressive or defensive.
9. Warlocks, Priests, Hunters, Shamans, Mages, Druids, and DKs (all classes that have summons): Added a "new pet" trigger that executes the "set pet stance" action. The "new pet" trigger happens only once, upon summoning a pet. It sets the pet's stance from AiPlayerbot.DefaultPetStance's value.
2025-08-01 01:18:16 -07:00
kadeshar
f76435b4c4
Merge pull request #1473 from Tierisch/master
Add option to remove 'healer dps' strategy based on specified map.
2025-07-31 16:50:06 +02:00
kadeshar
eef2e8c1ef
Merge pull request #1456 from brighton-chi/worldbuff
Make world buff strategy conditions configurable
2025-07-27 12:32:26 +02:00
Spargel
66b326d79e
Merge branch 'master' into master 2025-07-27 02:57:03 -05:00
Spargel
64b09fd3ca First pass for adding 'healer dps' check based on map ID. 2025-07-27 01:20:57 -05:00
NoxMax
db7a17ffde
Fix: Properly track RNDbot and AddClass accounts, and login faction balance issue (#1434)
* AssignAccountTypes & AddRandomBots

Fix: Properly track RNDbot and AddClass accounts, and login faction balance issue

* code style edits

* fix addclass init on first build of playerbots_account_type
2025-07-27 14:13:20 +08:00
kadeshar
1e33b28abe
- Added raid cheat to configuration to add posibility to turn off (#1465)
- Added General Vezax strategy
2025-07-27 13:51:45 +08:00
crow
1801d7c314 Merge remote-tracking branch 'upstream/master' into worldbuff 2025-07-26 11:16:33 -05:00
Yunfan Li
feda619066
Engine optimization for better performance and mem usage (#1462)
* Optimize loot

* World channel talk

* General improvement

* Engine rebuild for performance and memory usage

* Fix crash with AutoDoQuest = 0
2025-07-25 12:11:03 +02:00