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8 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
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9d787ca0b4
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Make Vashj Strategy Compatible with Acore Bug & Use AI Instance for Targeting (#2391)
<!--
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 -->
Lady Vashj has been screwed up in Acore for a month or two. In Phase 2,
only one generator activates (instead of four). As a result, disabling
one generator brings Vashj into Phase 3. The strategy uses Vashj's HP +
unit state to determine phase--with the Acore bug, Vashj enters Phase 3
at <65% HP (instead of the correct <50% HP, as deactivating a generator
damages her by 5%) so under the current strategy, bots won't assume
Phase 3 strategies at the right moment. I tried looking into the issue
with Vashj in Acore and cannot figure it out, and I've had an issue open
with Acore and don't know if/when it will be fixed. In the meantime, I'm
modifying the strategy to use the shield barrier aura check on Vashj
instead so it will work regardless of Vashj's HP at the time the
generators are disabled. If/when Vashj is fixed, the strategy will still
work.
I also changed bot-side targeting checks throughout the strategies I've
written from GetVictim() and GetTarget() to using the AI's target state
via "current target." This approach I believe is the best way to
actually check for the target because a GetVictim() check can lock up
Elemental Shamans and Balance Druids due to them not being able to start
an attack to pass that check when outside of spell range, and a
GetTarget() check can occasionally not align with the target that the
bot is actually attacking.
- In effect, this should reduce cases where the bot AI thinks it is on
the right raid target but encounter logic disagrees because the live
victim or client selection is lagging or different.
- Exception: multipliers for blocking TankAssistAction still use a
GetVictim() check. This is because "current target" processes before
issuing an attack, and the targeting check for TankAssistAction is not
to suppress it if the bot hasn't actually issued an attack.
There is a lot more than could be refactored with past strategies to
make them better, but that's for another day. This PR is intended to be
limited and simple to review.
## 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.
Logic is described above. There should be no relevant impact on
processing cost.
## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Attempt Lady Vashj with the current bugged version. After disabling the
lone generator, bots should enter Phase 3 strategies and the encounter
should be completable.
Otherwise, generally run raids, and confirm there are no issues with
bots switching targets or starting attacking.
## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
- - [x] No, not at all
- - [ ] Minimal impact (**explain below**)
- - [ ] Moderate impact (**explain below**)
- Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)
- Does this change add new decision branches or increase maintenance
complexity?
- - [x] No
- - [ ] Yes (**explain below**)
## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->
## Final Checklist
- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
|
||
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104a1b9ee1
|
Clean up unnecessary includes in raid strategy and trigger-context headers (#2347)
<!--
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 trims redundant includes from raid Strategy.h and
TriggerContext.h headers. I noticed a consistent pattern of including
Multiplier.h when it was not needed in Strategy.h and including
AiObjectContext.h in TriggerContext.h when only the narrower
NamedObjectContext.h is needed (both of which I was guilty of also).
Since we make new raid strategies based on existing raid strategies, I
figure let's go for the low-hanging fruit and just fix this so we stop
doing it wrong going forward.
While I was at it, I removed other unnecessary includes but in those two
files only (across dungeon and raid strategies).
Edit: Made a couple of other minor code cleanups I'd been intending to
do. Notably, we shouldn't be including a .cpp in PlayerbotAI.cpp.
## 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?
- - [ ] 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 do the actual work because doing it myself file-by-file
would've been such a snoozefest.
<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->
## Final Checklist
- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
|
||
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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.
-->
|
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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> |
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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>
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9748e36ad6
|
Fix potential failure of Magtheridon cube clickers to engage in combat (#2129)
# Pull Request I noticed a problem that has always existed with the Magtheridon strategy but just never came up for me due to chance. Cube clicker logic is based on a timer that resets after every Blast Nova. If the timer is not reset, the cubes will still be clicked, but the clickers will do nothing but wait to click on the cubes instead of resuming combat between Blast Novas. Because tracking of the Blast Nova state happens during the cube clicking sequence, if a cube clicker is assigned the singular role to track Blast Nova state (which is done simply by returning the first DPS bot found), then the timer will not be reset. This whole strategy needs a refactor, but the simple fix for this problem for now is just to remove the role check for tracking the Blast Nova state. I tested the fix, and it works. --- ## 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 - - [ ] Stability is not compromised - - [ ] Performance impact is understood, tested, and acceptable - - [ ] Added logic complexity is justified and explained - - [ ] 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. |
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b31bda85ee
|
Refactor raid strategy framework (#2069)
# Pull Request The purposes of this PR are to (1) establish a general raid helper framework for the benefit of future raid strategies and (2) make some improvements to problematic areas of the raid strategy code. List of changes: 1. Added new RaidBossHelpers.cpp and RaidBossHelpers.h files in the Raid folder. 3. Moved reused helpers from Karazhan, Gruul, and Magtheridon strategies to the new helper files. 4. Modified the prior function that assigned a DPS bot to store and erase timers and trackers in associative containers--the function now includes parameters for mapId (so a bot that is not in the instance will not be assigned) and for the ability to exclude a bot (useful for excluding particular important roles, such as a Warlock tank, so they are not bogged down by these extra tasks at critical moments). I also renamed it from IsInstanceTimerManager to IsMechanicTrackerBot. 5. Moved all helper files in raid strategies to Util folders (was needed for ICC, MC, and Ulduar). 6. Renamed and reordered includes of Ulduar files in AiObjectContext.cpp to match other raid strategies. a. This initially caused compile errors which made me realize that the existing code had several problems with missing includes and was compiling only due to the prior ordering in AiObjectContext.cpp. Therefore, I added the missing includes to Molten Core, Ulduar, and Vault of Archavon strategies. b. Ulduar and Old Kingdom were also using the same constant name for a spell--the reordering caused a compile error here as well, which just highlighted an existing problem that was being hidden. I renamed the constant for Ulduar to fix this, but I think the better approach going forward would be to use a namespace or enum class. But that is for another time and probably another person. 7. Several changes with respect to Ulduar files: a. The position constants and enums for spells and NPCs and such were in the trigger header file. I did not think that made sense so moved them to existing helper files. b. Since the strategy does not use multipliers, I removed all files and references to multipliers in it. c. I removed some unneeded includes. I did not do a detailed review to determine what else could be removed--I just took some out that I could tell right away were not needed. d. I renamed the ingame strategy name from "uld" to "ulduar," which I think is clearer and is still plenty short. 8. Partial refactor of Gruul and Magtheridon strategies: a. I did not due a full refactoring but made some quick changes to things I did previously that were rather stupid like repeating calculations, having useless logic like pointless IsAlive() checks for creatures already on the hostile references list, and not using the existing Position class for coordinates. b. There were a few substantive changes, such as allowing players to pick Maulgar mage and moonkin tanks with the assistant flag, but a greater refactoring of the strategies themselves is beyond this PR. c. I was clearing some containers used for Gruul and Magtheridon strategies; the methods are now fixed to erase only the applicable keys so that in the unlikely event that one server has multiple groups running Gruul or Magtheridon at the same time, there won't be timer or position tracker conflicts. ## How to Test the Changes 1. Enter any raid instance that has any code impacted by this PR 2. Engage bosses and observe if any strategies are now broken I personally tested Maulgar, Gruul, and Magtheridon and confirmed that they still work as intended. ## Complexity & Impact I do not expect this PR to have any relevant changes to in-game performance, but I will defer to those more knowledgeable than I if there are concerns in this area. As I've mentioned before, you can consider me to be like a person who has taken half an intro C++ course at best. ## AI Assistance None beyond autocomplete of repetitive changes. --------- Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com> |
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41c53365ae
|
[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038) |