15 Commits

Author SHA1 Message Date
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
FutterSillo
45aa6f2f8e
Update valid targets for Hunter Talent: "Improved Tracking" (#2218)
<!--
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 -->

Updates the list of valid targets in NoTrackTrigger::IsActive() for the
hunter talent "Improved Tracking". Including:

        "track beasts",
        "track demons",
        "track dragonkin",
        "track elementals",
        "track giants",
        "track humanoids",
        "track undead",
        // "track hidden",
        // "find herbs",
        // "find minerals",
        // "find fish",
        // "find treasure",

This change ensures standard combat tracking is correctly recognized
while providing commented-out utility options (Hidden, Herbs, Minerals,
Fish, Treasure). This is specifically useful for "Selfbot" users who
want to maintain a specific utility tracking without the bot logic
automatically overriding it and switching back to "Track Humanoids".


## 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.
-->

- Track valid Targets for "Improved Tracking" with a Hunter in selfbot.
Its stay the same.
- Track any other Targets for "Improved Tracking" with a Hunter in
selfbot. Its switch back to "Track Humanoids".



## 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: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-03-27 10:38:54 -07:00
dillyns
b172e88010
Resto druids should always be in tree form (#2192)
# Pull Request

Resto druids would not go into tree of life form when in combat until
certain triggers were hit.
They should be in tree of life form all the time.
Move tree form actions from the various triggers to default actions
instead, with highest priority

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?|
When healer druids enter combat their first priority should be entering
tree form.
- Describe the **cheapest implementation** that produces an acceptable
result?
Add tree form action to default healer druid actions instead of
triggers.
- Describe the **runtime cost** when this logic executes across many
bots?
nil
---

## How to Test the Changes

- Have a resto druid bot with tree of life form talented.
- Enter combat
- The druid should immediately enter tree of life 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**)

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.
2026-03-27 10:38:39 -07:00
dillyns
32af1b95de
Paladin Seal of wisdom fallback fix for Ret/Prot Paladins (#2147)
# Pull Request

This PR removes the fallback for Seal of Wisdom action from generic
Paladin strategy and moves it to Holy Paladin only. This is necessary
because a paladin who does not have Seal of Wisdom yet who goes low mana
and triggers the seal of wisdom action will end up falling back to Seal
of Righteousness, even though a better seal may be available, such as
Seal of Command.
The fallback is added to Holy Paladin so that low level holy paladins
still use Righteousness until they get Wisdom

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
Ret paladin without Seal of Wisdom shouldn't change seals on low mana.
- Describe the **cheapest implementation** that produces an acceptable
result?
Cheapest implementation is to remove seal of wisdom fallback for
non-holy paladins.
- Describe the **runtime cost** when this logic executes across many
bots?
No difference in cost compared to existing logic.
---

## How to Test the Changes

Use a ret paladin bot who has Seal of Command but who does not have Seal
of Wisdom. A paladin under level 38 will do.
Order them to attack something, like a test dummy, until they eventually
run low on mana.

Before this change: The paladin will switch to Seal of Righteousness
when they get low mana.
After this change: The paladin leaves Seal of Command on when they get
low mana.

## 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.
2026-03-21 15:19:22 -07:00
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
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
Crow
35a0282ca6
Add Sense Undead for Paladins (#2200)
# Pull Request

This PR adds the sense undead ability for Paladins, which they will keep
active at all times. This is mildly useful because the associated minor
glyph provides a 1% damage increase against undead while the ability is
active.

Sense undead is also added to InitClassSpells(). I understand that it is
a trainer spell so would normally be covered by InitAvailableSpells(),
but those playing with mod-individual-progression will not receive the
spell through InitAvailableSpells() because it is removed from trainers
by the mod (in TBC, a quest was required to obtain the spell).

Finally, the minor glyph of sense undead is now added to the config as a
default glyph for all PvE specs. It is not added for PvP specs because
Forsaken do not count as undead so the glyph is useless in PvP. I also
made some other tweaks to Paladin default minor glyphs that are not
worth spending any time talking about.

Edit: I also did some minor reformatting of code and replaced some
numbers with existing constants.

---

## 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?

The implementation just checks if a Paladin has the sense undead aura,
and if not, the Paladin will activate sense undead. It is simple and
cheap.

---

## 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?
- - [ ] No
- - [x] Yes (**describe and justify impact**)

Infinitesimally 

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**)

Paladin bots will by default have sense undead enabled. There is no
disadvantage to this.

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

## AI Assistance

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

If yes, please specify:

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

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

---

## Final Checklist

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

---

## Notes for Reviewers

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

---------

Co-authored-by: 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 20:38:06 +01:00
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
Keleborn
d1cac8d027
Bug fix. Equip Action triggered action (#2142)
# Pull Request

Brighton caught a mistake I made changeing the action registry, so the
correct action was no longer triggering. I cleaned that up, and renamed
the action.


## How to Test the Changes

- This was tested by adding logging to both equip actions. But to test
this without that, the best way to verify the fix is to stop alts from
auto upgrading via config. Then they should correctly follow the
configured behavior.

## 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.
2026-02-15 16:29:20 -08:00
Keleborn
441f9f7552
Warnings PR 1: Event warnings and headers (#2106)
# Pull Request

This is the first in a series of PRs intended to eliminate warnings in
the module. The design intent is to eliminate the calling event when not
needed in the body of the function. Based off of SmashingQuasars work.

---

## 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

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

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-14 20:55:10 +01:00
privatecore
a0a50204ec
Fix action validation checks: isUseful -> isPossible + codestyle fixes and corrections (#2125)
# Pull Request

Fix the incorrect logic flaw when processing actions from different
sources. It should be: `isUseful` -> `isPossible`. The original logic is
based on the Mangosbot code and the impl presented inside
`Engine::DoNextAction`. This should fix all wrong validation orders for
triggers and direct/specific actions.

Code style is based on the AzerothCore style guide + clang-format.

---

## 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:
- - [ ] 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.
2026-02-13 09:24:11 -08:00
dillyns
c9c936d5c1
Add Unending Breath to Warlock NonCombat Strat (#2074)
# Pull Request

Adds actions and triggers for Warlock class to cast Unending Breath when
swimming, following the existing implementation for Shaman Water
Breathing.

---

## Feature Evaluation

Add triggers for Warlock noncombat strategy for Unending Breath on self
and party.
Triggers should only be active while swimming.
Minimal runtime cost on Warlock bots trigger processing.

---

## How to Test the Changes

- Bring a Warlock bot into water
- It should cast Unending Breath on itself and anyone in the party

## Complexity & Impact

- Does this change add new decision branches?
    - [ ] No
    - [x] Yes (**explain below**)
It adds triggers to Warlock to decide when to cast Unending Breath on
self or party members.

- Does this change increase per-bot or per-tick processing?
    - [ ] No
    - [x] Yes (**describe and justify impact**)
Minimal additional processing for Warlock triggers, same as already
existing triggers for Shaman.

- 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?
    - [ ] No
    - [x] Yes (**explain below**)

Claude was used to explore the codebase to find similar implementations
that already existed.

---

## Final Checklist

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

---

## Notes for Reviewers

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

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-08 09:36:27 -08:00
bashermens
13fff46fa0
Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)
# Pull Request

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

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

## Complexity & Impact

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

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

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

---

## Defaults & Configuration

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

---

## AI Assistance

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

## Final Checklist

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

---

## Notes for Reviewers

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

---------

Co-authored-by: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-01-30 21:49:37 +01:00
Keleborn
bf456ee07f
Bear Alternative form for low level cat strat (#2041)
This adds the bear form as an alternative form for druids with the cat
strategies. This applies to low level (<20) druids that have the cat
strategy applied. Reset botAI would not normally give them the strat,
because they dont have cat form, but if set, this allows more dps.
2026-01-23 12:26:38 +01:00
bashermens
41c53365ae
[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038) 2026-01-19 22:45:28 +01:00