69 Commits

Author SHA1 Message Date
Alex Dcnh
d2e5443109
Fix contradictory leader bot check in `LeaveLargeGuildTrigger::IsActi… (#2361)
<!--
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
The previous logic contained two contradictory guards back-to-back:

```
// First check: passes only if IsRealPlayer() == true
if (!leader || !GET_PLAYERBOT_AI(leader) || !GET_PLAYERBOT_AI(leader)->IsRealPlayer())
    return false;

// Second check: returns false if IsRealPlayer() == true
PlayerbotAI* leaderBotAI = GET_PLAYERBOT_AI(leader);
if (!leaderBotAI || leaderBotAI->IsRealPlayer())
    return false;
```

The first guard (due to the erroneous `!` before `IsRealPlayer()`) only
passes when the leader **is** a real player. The second guard then
immediately returns `false` for the same reason, making the function
incapable of ever returning `true`.



## 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
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<!--
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.
-->
2026-05-08 22:42:07 -07:00
Crow
6b0df4ff6c
Fix ambiguous item parsing in bot text (#2356)
## Pull Request Description

This change fixes two cases of broken bot text with respect to inventory
items.

1. Reserved inventory qualifiers such as "mount," "food," "drink," etc.
no longer also trigger generic item name matching. I first noticed this
problem when my resto Shaman who had the "Mounting Vengeance" weapon in
her inventory would repeatedly give error messages of failing to use it
while mounting (because mounting also causes bots to use items that fit
the reserved "mount," which due to this bug, also caused bots to try to
use any item with "mount" in its name).

2. Custom cast output text no longer reports an inferred bag item as the
spell target for normal unit-targeted casts such as "cast chain heal on
Keleborn." There was a bug where the action would first parse the actual
target and then parse the spell text and then try to match the last word
of the string to a bag item (so the bot would say it was casting chain
heal on a healing potion, even though the heal was in fact cast
correctly on a player).

## Feature Evaluation

- Describe the **minimum logic** required to achieve the intended
behavior.

- Add a reserved-qualifier check in InventoryAction::parseItems() so
reserved selectors do not also run through FindNamedItemVisitor.
- In custom cast output text, choose the displayed target based on the
actual target type already resolved for the cast.
  - It does not change mount selection behavior itself.
  - It does not add new spell-target parsing rules.
 
- Describe the **processing cost** when this logic executes across many
bots.
  - None.

## How to Test the Changes

Reserved qualifiers:
1. Give a bot in your party the "Mounting Vengeance" weapon.
2. Mount up, and the bot should mount too without saying anything
(before the fix, the bot would say it is using the weapon and that the
item was not found).

Spell cast text:
1. Give a bot an inventory item whose name overlaps with part of a spell
name, such as a healing potion.
2. Command a bot to cast some heal on a player.
3. The bot should cast the spell on the intended player (as was the case
previously), and the status text names the player instead of the
inventory item.

## Impact Assessment

- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - [x] No, not at all
    - [ ] Minimal impact (**explain below**)
   
- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

- Does this change add new decision branches or increase maintenance
complexity?
    - [ ] No
    - [x] Yes (**explain below**)
    
Very minor changes. InventoryAction gets one explicit reserved-qualifier
guard. Custom cast text selection becomes more explicit about which
target type should be displayed.

## AI Assistance

Was AI assistance used while working on this change?
- [ ] No
- [x] Yes (**explain below**)

GPT-5.4 was used to trace the relevant code paths for the errors and
propose the changes.

## Final Checklist

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

## Notes for Reviewers

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-05-08 22:41:54 -07:00
Keleborn
b8ff5996f8
Flying mount fixes and self-bot (#2351)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

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

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

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

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
This PR does a few things.
1. Enable Selfbots to mount up. Because they have masters, but are their
own masters, they would never mount up because their master never
mounted.
2. Fix flag state handling after processing the aura change. 
3. Add in the Dismount packet handler. This is intended to implement
fall animations and have bots touch the ground when dismounting instead
of floating off the ground. (It was cleared anyway after the first move,
but this should make it more seamless.)



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

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



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

Bots in your team should mount up, and on your dismount properly snap to
the ground.

should test at low Z (<1.0 off the ground) and higher z (> 1.0 off the
ground)




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


- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)
Add natural falling when dismounting. May incurr fall damange.... 


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



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


<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

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

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

---------

Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 22:41:13 -07:00
Crow
826887133d
Exclude Invalid Weapons from Shaman Enchants & Refactor Temporary Enchant Spellcasting (#2345)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

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

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

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

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Fix for issue #2343 

I excluded the MISC and FISHING POLE weapon subclasses from weapon
enchants. MISC includes the entry profession "weapons" (skinning knife,
mining pick, blacksmithing hammer, arclight spanner) and some other crap
that I suspect is not enchantable, but even if it is there's no good
reason to do so (like Brewfest steins). The subclass doesn't include
weapons that can be used for professions but you might actually want to
use for fighting (like Finkle's Skinner).

To clean things up overall, I removed the intermediate class
CastEnchantItemAction between CastSpellAction and
CastEnchantItemMainHandAction and CastEnchantItemOffHandAction.
CastEnchantItemAction is not doing anything helpful that can't easily be
replicated in the MH/OH classes, and I can't think of any future reason
for keeping CastEnchantItemAction. I also brought the CanCastSpell check
into the MH/OH classes--previously it just wasn't run for the weapon
enchant spells, and I can't think of any good reason why it shouldn't
be.

I also added Execute functions to both CastEnchantItemMainHandAction and
CastEnchantItemOffHandAction so they actually directly cast the enchant
on the specified hand instead of running through CastSpellAction's
Execute (and thus going through item for spell). I wasn't having
problems with the wrong hand being applied under the prior approach, but
this is a more direct and better approach anyway.

Other changes are just formatting.

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

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

The new path is very similar to the old one but just adds a check that
is common to all spells and early returns to avoid invalid results.

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

1. Log into a Shaman and activate selfbot
2. Check to make sure the correct enchantments are applied (e.g., MH
Windfury and OH Flametongue for a dual-wielding Enhancement Shaman)
3. Equip a profession weapon such as a skinning knife and make sure the
Shaman does not attempt to enchant it

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



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

This just stops Shamans from trying to enchant stuff that they can't.

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



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

I kicked around some ideas with GPT-5.4 with respect to the refactoring
aspect of the PR after I had fixed the bug.
<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

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

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-08 22:40:35 -07:00
Keleborn
ccce14238e
Core Update, change to DeserterCheck and signature (#2354)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

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

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

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

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Required change for
https://github.com/azerothcore/azerothcore-wotlk/pull/24641


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

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



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



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



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



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



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



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [ ] Stability is not compromised.
- - [ ] Performance impact is understood, tested, and acceptable.
- - [ ] Added logic complexity is justified and explained.
- - [ ] Any new bot dialogue lines are translated.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-03 07:16:34 -07:00
Crow
94195c3b9b
Bots Don't Autoequip Tools & Other Misc Weapons (#2346)
<!--
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 -->
Solve the rest of #2344

Now, bots won't autoequip any weapon from ITEM_SUBCLASS_WEAPON_MISC,
which includes all of the basic tools and some other crap that they have
no need to autoequip, either. Bots are still eligible to equip those
weapons (such as through the "e" command).

Note that MISC includes the Argent Tournament lances. I've not played
WotLK, but I assume those might be relevant for a strategy. It shouldn't
be a problem though because I've intentionally not made bots ineligible
for MISC weapons; they just won't consider them upgrades on their own.

I also cleaned up ItemUsageValue::QueryItemUsageForEquip to consolidate
checks and so on. None of that should be functional, or I screwed up.
The check for MISC is on lines 219 through 221.

## 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.
-->
Activate selfbot. Unequip all weapons and have nothing in the inventory
except for a MISC weapon such as a skinning knife. Whisper self "equip
upgrade"--nothing should happen. Whisper self "e [LINK TO WEAPON]"--the
bot should equip the weapon.


## 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's an extra check but totally meaningless with respect to
performance.

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

They won't auto-equip crap that will prevent them from using abilities.

- 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 evaluate different spots where I thought an exclusion
could be added before settling on this one.

<!--
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.
-->
2026-05-02 12:20:03 -07:00
kadeshar
063eabc16e
Spam guild fix (#2341)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

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

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

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

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Removed messages in failed attempts of buying tabard.
Related with: #1885 

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

Invite bot with guild strategy. Spam should not appear.

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



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



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



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



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

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

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-02 12:19:51 -07:00
Alex Dcnh
4a79a46da5
Add argument "all" to "rep" command and new "emblems" command (#2035)
## Summary
- restrict `reputation all` to a curated list of WotLK/BC/Classic
faction IDs (filtered by team)
- reuse a shared formatter for reputation lines
- add an `emblems` chat command to report emblem counts

### Multibot will need a update

<img width="420" height="131" alt="image"
src="https://github.com/user-attachments/assets/bedf9dd8-e8de-465f-96d0-f9c2f1dacfc1"
/>

<img width="601" height="623" alt="image"
src="https://github.com/user-attachments/assets/1edde264-baed-4cfb-a401-208bea189139"
/>

<img width="670" height="661" alt="image"
src="https://github.com/user-attachments/assets/a70e2174-dd1d-4e14-b6e4-2938c26ccb29"
/>

<img width="650" height="48" alt="image"
src="https://github.com/user-attachments/assets/241e332a-23ce-4d81-be53-4d83e10d246a"
/>

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-05-02 12:18:54 -07:00
Keleborn
4bd5a9b89c
Crash Fix. Queue arena packet instead of handle directly. (#2331)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

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

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

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

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Have arenas follow the same path as battlegrounds when queueing .
Intended to to resolve discord user crash. 


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

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



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



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



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



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



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



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

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

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-04-26 19:14:17 +02:00
kadeshar
ed5791eabf
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.
-->
2026-04-25 14:40:53 -07:00
ThePenguinMan96
605f1d7aaa
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>
2026-04-24 23:22:52 +02:00
Keleborn
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.
-->
2026-04-24 23:22:13 +02:00
kadeshar
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"
/>
2026-04-24 23:04:59 +02:00
NoxMax
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](0c205b8cef/src/Ai/Base/Actions/GenericActions.cpp (L46))
would prevent that, but I guess we need the extra defence.

Note that IsInVehicle first three parameters are
canControl/canCast/canAttack


## 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.
-->
There isn't vehicle combat scenarios (particularly vehicle on vehicle)
in Playerbots right now that allow for obvious testing. I only learned
about this through testing my unpublished Wintergrasp implementation.
Regardless, the change is simple and the effect on code should be clear.


## 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**)
No more infantry combat of any kind for drivers.


- 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.
-->
2026-04-24 23:04:40 +02:00
Crow
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>
2026-04-24 23:04:21 +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.
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.
-->
2026-04-24 23:03:36 +02:00
kadeshar
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.
-->
2026-04-21 10:37:54 -07:00
kadeshar
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
2026-04-19 09:49:09 -07:00
kadeshar
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>
2026-04-17 14:07:47 -07:00
Crow
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>
2026-04-17 11:26:29 -07:00
Keleborn
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>
2026-04-10 22:16:58 -07:00
Boidl
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.
2026-04-10 22:16:15 -07:00
kadeshar
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>
2026-04-10 22:15:47 -07:00
kadeshar
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.
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Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
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was thoroughly reviewed.
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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.
-->
2026-04-10 15:17:13 -07:00
bash
03db0c34b2 improving RPG traveland minimize wierd path selections but still happen 2026-04-10 12:49:49 +02:00
bash
cd16f6baf1 z-axe clamping to prevent clipping throught the map 2026-04-10 12:47:49 +02:00
kadeshar
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)
2026-04-03 22:32:32 -07:00
Chris Lacy
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>
2026-04-03 13:29:23 -07:00
Crow
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>
2026-04-03 13:25:40 -07:00
kadeshar
76dd91c4fa
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"
/>
2026-04-03 13:25:29 -07:00
Keleborn
7fa9ab7d34
Module update for CollisionChange (#2242)
<!--
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 -->
Some code changes due to core update change from MMapFactory.h
->MapCollisionData.h


## 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.
-->
Identifying problematic areas generated by the change



## 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.
-->
2026-03-30 11:55:33 -07:00
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
kadeshar
6db44b5296
Will of the forsaken (#2231)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

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

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

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

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Added Will of the Forsaken support. 
Made structure fix for affected files.

Partially resolves: #2002 

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
- create/invite undead bot
- start fight (you can use dummy target)
- use `.aura 6215` to fear bot
- bot should use "Will of the Forsaken" to remove debuff


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



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

Undead bot use now "Will of the Forsaken" to remove charm, fear or
sleep.

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



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

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

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

OpenCode to review changes


## Final Checklist

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

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

<img width="325" height="77" alt="obraz"
src="https://github.com/user-attachments/assets/729cfdf8-3742-457c-9278-7fcce824e6d0"
/>

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-03-27 11:53:53 -07:00
kadeshar
bbd9d3e37a
Wait for attack strategy migration (#2211)
## Pull Request Description
Migration of "wait for attack" strategy from cmangos playerbots.

Resolves: https://github.com/mod-playerbots/mod-playerbots/issues/990

## Feature Evaluation
Optional strategy for bots which are in party with real player. 

## How to Test the Changes
- add strategy to bot "nc +wait for attack" and "co +wait for attack"
- set time via command "wait for attack time x" where x is time which
they wait in seconds (you should get response from bot)
- attack any target (for example dummy in main city)(bot should wait
with attack)

## Impact Assessment
    - [ ] No, not at all
    - [x] Minimal impact (**explain below**)
    - [ ] Moderate impact (**explain below**)

Performance wise only bots having this optinal strategy have additional
cost in multiplier which check every attack action that should be
execute.

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



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



## Messages to Translate
Does this change add bot messages to translate?
- [ ] No
- [x] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
1740 | Please provide a time to set (in seconds)
1741 | Please provide valid time to set (in seconds) between 0 and 99
1742 | Wait for attack time set to %new_time seconds

## AI Assistance
Was AI assistance used while working on this change?
- [ ] No
- [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

Copilot CLI - help with migration



## Final Checklist

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

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-03-27 10:38:46 -07:00
kadeshar
d0d1171e06
Fixed typo (#2230)
<!--
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 typo

## 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.
-->
- compile test-staging with 20260320-ac-merge


## 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.
-->
2026-03-22 15:22:03 +01:00
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
kadeshar
98395a1090
Added cancellation druid form actions (#2194)
# Pull Request

Added new (for now manual) actions to cancel druid forms. 
Resolve: https://github.com/mod-playerbots/mod-playerbots/issues/1788

---

## Feature Evaluation

Please answer the following:

- order bot enter some form like `do travel form`
- order bot cancel form like `do cancel travel form`

---

## How to Test the Changes

- order bot enter some form like `do travel form`
- order bot cancel form like `do cancel travel form`

## 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

---
2026-03-20 20:42:22 +01:00
kadeshar
c6a07ad012
Every Man for Himself racial support (#2198)
# Pull Request

Added Every Man for Himself racial support
Partially resolves:
https://github.com/mod-playerbots/mod-playerbots/issues/2002

---

## How to Test the Changes

- when human bot is in combat apply aura via command `.aura 20066`
- bot should use "Every Man for Himself" to remove aura

## Complexity & Impact

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

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

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

## Defaults & Configuration

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

Human bots now using "Every Man for Himself" by default where in combat

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

## AI Assistance

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

Copilot CLI to review changes

---

## Final Checklist

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

---

## Notes for Reviewers

Test result:
<img width="358" height="97" alt="obraz"
src="https://github.com/user-attachments/assets/66044a93-d73b-4706-ae2f-ea8ae6e25438"
/>
2026-03-20 20:41:22 +01:00
Crow
cba6af27ad
Fix Assassination Rogue Finishers and add Cold Blood (#2215)
<!--
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 -->

**Note for reviewers**: The Rogue files are very confusing, so for
background, there is DpsRogueStrategy, which is for all Rogues and
represented by the “dps” strategy in game, and there is also
AssassinationRogueStrategy, which is for Assassination and Subtlety
specs and represented by the “melee” strategy in game. So Combat has
only the dps strategy, while Assassination and Subtlety have the dps and
melee strategies.
- The main focus of this PR is to fix an issue with Assassination Rogues
that caused them to use Eviscerate instead of Envenom about 1/3 of the
time they should have been using Envenom, which was significantly
reducing their DPS. See the bottom of this post for an explanation for
why this was happening and why the fix works. Well, LMK if you think
it's wrong, but this is how I am understanding things, and my
back-of-the-envelope math (also below) supports it.

- After this PR, Assassination Rogues will use Eviscerate only if they
are unable to use Envenom (don't have the ability learned or no Deadly
Poison on the target) or if they don’t have Rank 3 in Master Poisoner.

- Additionally, Assassination Rogues previously would use
Envenom/Eviscerate at 3 or more combo points. This is suboptimal so I
created a new “combo points 4 available” trigger that will fire at 4 or
5 combo points only. They will still use the finisher at 3 combo points
if the mob is almost dead (via the existing “target with combo points
almost dead” trigger).

- I then added Cold Blood, which Rogues previously would not use at all.
Now there is a ColdBloodAction(), and Cold Blood is used when a Rogue
has at least 4 combo points, right before using Envenom (or Eviscerate).
I implemented it as a standard BuffTrigger so they’ll just use the
ability off cooldown.

- While looking at the combo point triggers, I thought it was confusing
that the “combo points available” trigger actually meant 5 combo points
(presumably because the default parameter for combo points in
ComboPointsAvailableTrigger() is 5). I changed the string to “combo
points 5 available” so it’s less confusing going forward. This
necessitated some changes in the Druid files too.

- Next, I cleaned up DpsRogueStrategy a bit. Not a lot to say, just some
duplicative or useless logic was removed. There shouldn’t be any impact
on gameplay from the changes.

- In the process of making the edits in the Druid files, I noticed that
the trigger for Tiger’s Fury in OffhealDruidCatStrategy was “low
energy,” which does not exist (there is a “light energy available,” but
the EnergyAvailable triggers are for when energy is AT LEAST the
designated level, not AT MOST the designated level). So I replaced the
trigger with the already-existing “tiger’s fury” trigger, which I think
is just a generic BuffTrigger so I don’t actually know why it exists
(i.e., Druid will use the spell off cooldown). But this particular
change is just a quick fix and not intended to be thoughtful (that would
be outside the scope of this 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.

There should be no relevant impact on performance. This PR adds one new
action triggered by the standard BuffTrigger. Otherwise, these are just
fixes to existing logic.

## 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 easiest way to test is to fight a boss that doesn't tend to result
in downtime (since downtime can lead to the loss of deadly poison
stacks, in which case Eviscerate will (and should be) used by
Assassination Rogues). You can use a damage meter such as Skada to track
ability use. You should see:
- Assassination Rogues don't use Eviscerate at all, or very few times.
- Assassination Rogues use Cold Blood.
- Offheal Cat Druids use Tiger's Fury.
- Otherwise, Rogue and Cat Druid behavior should remain the 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**)


Default behavior for Assassination Rogues was broken, as explained
above.


- 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.
-->

I had Claude help me diagnose the initial issue and help me understand
the queue system. And I had it implement the changes that were just
busywork (like combo point triggers).


## 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.
-->

The reason for why Assassination Rogues were using Eviscerate so
frequently is due to the fact that Envenom and Eviscerate were part of
the same TriggerNode. When actions are part of the same TriggerNode,
they're processed together, and the actions are queued by priority. When
the higher-priority action is executed, the lower-priority action is not
cleared--it remains in the queue for expireActionTime from the config,
which is 5 seconds by default. Then, as soon as the lower-priority
action can be executed (without regard for triggers because it is
already triggered, just sitting in the queue), it will execute.

This pattern of code works fine ingame if (1) you are actually trying to
queue actions, like what I did with Cold Blood -> Envenom, (2) there are
other guards like IsUseful() and IsPossible() that keep unwanted actions
from executing, or (3) the trigger is just constantly firing so the
higher-priority action is always evaluated. But TriggerNode isn't really
the right way to implement action priority--that's through ActionNode.
AssassinationRogueStrategy had Envenom and Eviscerate in the same
TriggerNode, and then the corresponding ActionNode had Rupture as a
fallback. Now, I changed it so Eviscerate is instead a fallback in the
Envenom ActionNode (and Rupture is removed entirely because
Assassination Rogues just shouldn't be using it, except maybe on very
high-armor targets that are immune to poison, but that is very niche).

~

I did some back-of-the-envelope math to check this pattern. Say we're in
a situation where Deadly Poison is up so ideally the Rogue should use
Envenom 100% of the time. Through the old system, what would happen when
the trigger fired?
- Rogue uses Envenom since it's the higher-priority action.
- Due to the Ruthlessness talent, Rogue has a 60% chance of having 1
combo point after the finisher, 40% chance of 0 combo points. If it has
1 combo point, it uses Eviscerate immediately.
- If it has 0 combo points, it uses Mutilate. Mutilate grants 2 combo
points, unless it crits, in which case it grants 3 due to Seal Fate. If
Mutilate doesn't crit, the Rogue has 2 combo points, and it uses
Eviscerate. If Mutilate does crit, the Rogue has 3 combo points, and it
uses Envenom.
- So let's assume Mutilate has a 55% crit chance (very reasonable for a
Rogue in entry-level raid gear with raid buffs due to Opportunity giving
+20% crit chance to Mutilate). Mutilate hits twice, and if either hit
crits, Seal Fate Procs. The chance of at least one crit with two hits at
a 55% crit chance is ~80%. That means if Ruthlessness doesn't give a
combo point, there is an 80% chance that Envenom will be used and a 20%
chance that Eviscerate will be used.
- Combine the above, and the result of one trigger firing is you get 1
guaranteed Envenom + 0.6 Eviscerates (Ruthlessness proc path) + 0.32
Envenoms (No Ruthlessness proc but Seal Fate proc path) + 0.08
Eviscerates (No Ruthlessness proc and no Seal Fate proc path) = 1.32
Envenoms to each 0.68 Eviscerates, or a 1.94:1 ratio of Envenoms to
Eviscerates. That is basically identical to what I saw in practice of
roughly a 2:1 ratio of Envenoms to Eviscerates.
- I understand the above is simplistic and it assumes that the Rogue
gets a combo point within 5 seconds following using Envenom (very
likely) and that there are not two opportunities to use Envenom or
Eviscerate in the 5-second queue period after using Envenom (it can
happen but is uncommon). That's all at the margins and isn't going to
impact the math very much.

---------

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>
2026-03-20 20:40:59 +01:00
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
Alex Dcnh
ca19548cc5
Fix transport boarding when master is on a transport (Zep/Boats) (#1830)
Summary
This PR improves Follow related behaviour when the master is on a
transport (zeppelin/boat). It makes follow actions safer and less
disruptive by:

Detecting when the master is on a transport and handling boarding
correctly
Avoiding teleport-under-floor issues by using a small positional offset
when teleporting the bot near the master
Preventing movement conflicts between MoveSpline/MotionMaster and the
transport driver by forcing a MotionMaster cleanup and MoveIdle after
boarding
Clearing movement flags (forward / walking) after boarding so the bot
does not remain in a walking/march state
Next-check delay after boarding to allow the server to update
transport/position state

Before this change, bots get stuck when attempting to board

Fight the server-side transport movement because local
MoveSpline/MotionMaster was still active
Repeatedly attempt movement on every follow tick while already a
passenger, causing jitter and CPU/noise This PR reduces stuck/jitter
cases, avoids conflicting movement commands, and makes boarding more
robust.

**Key changes**
Check master->GetTransport() and handle three main cases:
If bot already passenger of same transport: stabilize (StopMoving,
Clear(true), MoveIdle, StopMovingOnCurrentPos) and set a longer
next-check delay; return false (no new movement in theory).
If bot passenger of another transport: do nothing (avoid conflicting
behaviour).
If bot not a passenger of master transport: teleport bot near master
(with offsets) and call Transport::AddPassenger(bot, true),
then force:

bot->StopMoving()
bot->GetMotionMaster()->Clear(true)
bot->GetMotionMaster()->MoveIdle()

Remove movement flags MOVEMENTFLAG_FORWARD and MOVEMENTFLAG_WALKING
SetNextCheckDelay to random 1000–2500 ms
Log boarding with bot name, transport GUID and coordinates
Preserve earlier follow logic when master is not on a transport

Tests performed
Manual tests on a local server:

Master on boat/zeppelin -> bot teleports to a safe offset position and
becomes a passenger without getting stuck
Bot already passenger on same transport -> bot no longer issues movement
commands and stabilizes
Bot on a different transport -> no boarding attempt for master's
transport (no interference)
Movement flags cleared after boarding; bot stops local movement and does
not fight server transport movement

Now the bots follow their masters in the zeppelins and boats, although
sometimes they move around a bit inside when the zeppelin starts (they
must have smoked something bad).

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-03-13 22:21:17 +01:00
NoxMax
ca9f23a8e3
Fix/Defensive: Prevent division by zero in MovementActions (#2185)
Added a check to prevent division by zero for orphaned raid groups.

# Pull Request

If a bots somehow ends up alone in a raid group, this can divide by zero
and freeze the server.

---

## Design Philosophy

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

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

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

Principles:

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

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

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

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

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

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

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

---

## Feature Evaluation

Please answer the following:

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

This is the simplest and cheapest way to implement this fix.

---

## How to Test the Changes

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

The fix is a self-evident defensive measure.

## Complexity & Impact

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

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

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

## Defaults & Configuration

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

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

## AI Assistance

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

Core dump logs analysis to find this problem.

If yes, please specify:

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

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

---

## Final Checklist

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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-03-06 07:59:36 -08:00
Alex Dcnh
18bd655869
Restore Naxx Strategies without core dependencies (#2031)
### Summary
This PR restores the Naxxramas raid strategies that were removed in
commit 686fe513b25bbb20ccfcc89f08ee8c4b498a263e .
The reintroduced logic is core‑friendly (no AzerothCore script headers
or internal boss AI/EventMap dependencies), and the Naxxramas actions
have been refactored into per‑boss files for better maintainability.

### Motivation
The previous removal was meant to avoid core modifications and unblock
upstreaming.
This PR brings the strategies back while adhering to that requirement,
using only observable state and mod‑playerbots helpers.

### What’s included

- Re‑enabled the Naxxramas strategies previously removed.
- Replaced core script header dependencies with observable checks
(auras, casts, unit flags, flight state, etc.).
- Split the Naxxramas action logic into per‑boss source files to avoid a
“god file” and ease future maintenance.
- Minor, non‑intrusive behavior improvements aligned with existing
helpers.

### Future work
Some strategies may still require refinement or more advanced handling
later.
This PR focuses on restoring the baseline logic without core
dependencies, while keeping changes minimal and safe.

**Any contributions are welcome to further improve and fine‑tune the
Naxxramas strategies.**

### Testing
Tested in some Naxx boxx.
No server crash and boss killed :D

Note: I'll make another PR with revised scripts when this one are merged

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-03-06 07:57:21 -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
Keleborn
8519b10d39
Fix movenearwateraction isUseful (#2168)
# Pull Request

Minor sign change to make check work properly. 

---

## Design Philosophy

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

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

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

Principles:

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

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

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

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

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

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

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

---

## Feature Evaluation

Please answer the following:

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

---

## How to Test the Changes

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

## Complexity & Impact

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

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

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

## Defaults & Configuration

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

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

## AI Assistance

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

If yes, please specify:

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

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

---

## Final Checklist

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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-27 16:05:31 -08:00
Keleborn
439293e100
Warnings PR 2 clean unused variables (#2107)
# Pull Request

Removed unused variables and fixed styling issues. 


## How to Test the Changes

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

## Complexity & Impact

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

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

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

---

## Defaults & Configuration

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

If this introduces more advanced or AI-heavy logic:

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

---

## AI Assistance

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


---

## Final Checklist

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

---

## Notes for Reviewers

This was filtered from the code provided by SmashingQuasar. Eliminated
variables were confirmed to be not used, but unclear at times if that is
due to mistakes in writing.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-27 16:04:33 -08:00
killerzwelch
e7d5eaabac
Make playerbots compatible with latest refactoring done on azerothcore (#2158)
# Pull Request

When integrating latest changes from
https://github.com/azerothcore/azerothcore-wotlk into
https://github.com/mod-playerbots/azerothcore-wotlk/tree/Playerbot you
will face some compiling issues due to refactoring. That PR does not
change any of the logic, but implements needed changes to be compatible
again

---

## Design Philosophy

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

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

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

Principles:

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

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

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

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

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

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

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

---

## Feature Evaluation

Please answer the following:

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

---

## How to Test the Changes

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

## Complexity & Impact

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

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

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

## Defaults & Configuration

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

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

## AI Assistance

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

If yes, please specify:

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

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

---

## Final Checklist

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

---

## Notes for Reviewers

Please doublecheck if none of the timing-logic (migration from uint32 to
microseconds) has been changed

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
2026-02-24 00:49:45 +01:00
Alex Dcnh
1f3d11d1c4
Stage2 refactor switch custom calculations by core helpers clean (#2127)
# Pull Request

This change replaces a few manual distance calculations in
`WorldPosition` with AzerothCore distance helpers. The goal is to reduce
duplicated math, keep behavior consistent with core utilities, and avoid
reimplementing logic that already exists in the core.

---

## Design Philosophy

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

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

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

Principles:

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

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

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

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

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

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

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

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
Use existing core distance helpers instead of manual math, keeping the
logic localized to `WorldPosition`.
- Describe the **cheapest implementation** that produces an acceptable
result?
Directly call `GetExactDist`, `GetExactDist2d`, and `GetExactDist2dSq`
where appropriate.
- Describe the **runtime cost** when this logic executes across many
bots?
No additional cost; the helper calls replace equivalent math and avoid
extra intermediate objects.

---

## How to Test the Changes

- Step-by-step instructions to test the change
- Build the module and run existing bot scenarios that rely on
`WorldPosition` distance checks.
  - Verify no behavioral regressions in travel-related logic.
- Any required setup (e.g. multiple players, bots, specific
configuration)
  - Standard server + mod-playerbots setup.
- Expected behavior and how to verify it
- Distances computed in travel logic remain identical; no gameplay
change expected.

## Complexity & Impact

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

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

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

## Defaults & Configuration

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

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

## AI Assistance

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

---

## Final Checklist

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

---

## Notes for Reviewers

This is a localized refactor that replaces manual distance math with
core helpers for consistency and maintainability.
No behavioral change is expected.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-02-23 13:19:56 -08:00
dillyns
629aa19dbd
Add aggressive non combat targeting strategy (#2117)
# Pull Request

Tired of failing that escort quest because your bots stood and watched
while the escort npc got swarmed and killed?
Tired of your bots standing around doing nothing while the npc you are
supposed to be guarding for 5 minutes is getting attacked?
Don't want to use the grind strategy because it is too heavy-handed and
has too many restrictions?

Look no further! Just do "nc +aggressive" and your bots will pick a
fight with anything they can in a 30 yard radius.

The aggressive targetting is a stripped down version of the grind
target.

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
Add a strategy, action, and targetting that will cause bots to attack
nearby enemies when out of combat.

- Describe the **cheapest implementation** that produces an acceptable
result?
Hopefully this is the cheapest.

- Describe the **runtime cost** when this logic executes across many
bots?
Minimal runtime cost as this strategy needs to be added specifically to
bots.

---

## How to Test the Changes

- Add a bot to party, or use selfbot
- Give them the aggressive strategy via "nc +aggressive"
- They should attack anything within 30 yards.
- If it is a bot with a master, the 30 yards should be centered around
the master not the bot (prevent chaining from enemy to enemy)

## Complexity & Impact

Does this change add new decision branches?
```
[] No
[x] Yes (**explain below**)
Only for bots that have the added strategy, adds decision to attack nearby targets when out of combat.
```

Does this change increase per-bot or per-tick processing?
```
[] No
[x] Yes (**describe and justify impact**)
Minimal increase to only bots that have this strategy added.
```

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

## Defaults & Configuration

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

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

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
```
[ ] No
[x] Yes (**explain below**)
```
Claude is used to explore the codebase to find similar implementations
to be used for examples.

---

## Final Checklist

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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-23 11:00:55 -08:00