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10 changed files with 104 additions and 106 deletions

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@ -1,103 +1,124 @@
<!--
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.
# Pull Request
DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND PREDICTABILITY over behavioral realism.
Describe what this change does and why it is needed...
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.
-->
## Design Philosophy
## Pull Request Description
<!-- Describe what this change does and why it is needed -->
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
<!--
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.
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, number of bots, specific configuration).
- Expected behavior and how to verify it.
-->
- 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
## 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 add new decision branches?
- - [ ] No
- - [ ] Yes (**explain below**)
Does this change increase per-bot or per-tick processing?
- - [ ] No
- - [ ] Yes (**describe and justify impact**)
Could this logic scale poorly under load?
- - [ ] No
- - [ ] Yes (**explain why**)
---
- Does this change modify default bot behavior?
- [ ] No
- [ ] Yes (**explain why**)
## Defaults & Configuration
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**)
## 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
- [ ] Yes (**list messages in the table**)
| Message key | Default message |
| --------------- | ------------------ |
| | |
| | |
If this introduces more advanced or AI-heavy logic:
- - [ ] Lightweight mode remains the default
- - [ ] More complex behavior is optional and thereby configurable
---
## 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**)
<!--
Was AI assistance (e.g. ChatGPT or similar tools) 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.
-->
- 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 (Conf comments, WiKi commands).
- - [ ] 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 else that's helpful to review or test your pull request. -->
Anything that significantly improves realism at the cost of stability or performance should be carefully discussed
before merging.

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@ -1 +0,0 @@
UPDATE `ai_playerbot_texts` SET `text_loc3`='%s, du hörst den triefenden Sarkasmus in meinem text nicht' WHERE `id`=1353;

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@ -598,9 +598,9 @@ uint32 ChatHelper::parseSlot(std::string const text)
return EQUIPMENT_SLOT_END;
}
bool ChatHelper::parseableItem(std::string const text)
bool ChatHelper::parseable(std::string const text)
{
return text.find("|Hitem:") != std::string::npos || text == "questitem" || text == "ammo" ||
return text.find("|H") != std::string::npos || text == "questitem" || text == "ammo" ||
substrContainsInMap<uint32>(text, consumableSubClasses) ||
substrContainsInMap<uint32>(text, tradeSubClasses) || substrContainsInMap<uint32>(text, itemQualities) ||
substrContainsInMap<uint32>(text, slots) || substrContainsInMap<ChatMsg>(text, chats) ||

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@ -66,7 +66,7 @@ public:
static uint32 parseSlot(std::string const text);
uint32 parseSkill(std::string const text);
static bool parseableItem(std::string const text);
static bool parseable(std::string const text);
void eraseAllSubStr(std::string& mainStr, std::string const toErase);

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@ -30,7 +30,7 @@ bool ExternalEventHelper::ParseChatCommand(std::string const command, Player* ow
return true;
}
if (!ChatHelper::parseableItem(command))
if (!ChatHelper::parseable(command))
return false;
HandleCommand("c", command, owner);

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@ -9,7 +9,6 @@
#include "ArenaTeamMgr.h"
#include "DatabaseEnv.h"
#include "PlayerbotAI.h"
#include "RaceMgr.h"
#include "ScriptMgr.h"
#include "SharedDefines.h"
#include "SocialMgr.h"
@ -61,7 +60,7 @@ Player* RandomPlayerbotFactory::CreateRandomBot(WorldSession* session, uint8 cls
const bool alliance = static_cast<bool>(urand(0, 1));
std::vector<uint8> raceOptions;
for (uint8 race = RACE_HUMAN; race < sRaceMgr->GetMaxRaces(); ++race)
for (uint8 race = RACE_HUMAN; race < MAX_RACES; ++race)
{
// skip disabled with config races
if ((1 << (race - 1)) & sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_RACEMASK))

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@ -1532,21 +1532,6 @@ std::vector<std::string> PlayerbotAI::GetStrategies(BotState type)
void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster)
{
static const std::vector<std::string> allInstanceStrategies =
{
"aq20", "bwl", "karazhan", "gruulslair", "icc", "magtheridon", "moltencore",
"naxx", "onyxia", "ssc", "tempestkeep", "ulduar", "voa", "wotlk-an", "wotlk-cos",
"wotlk-dtk", "wotlk-eoe", "wotlk-fos", "wotlk-gd", "wotlk-hol", "wotlk-hor",
"wotlk-hos", "wotlk-nex", "wotlk-occ", "wotlk-ok", "wotlk-os", "wotlk-pos",
"wotlk-toc", "wotlk-uk", "wotlk-up", "wotlk-vh"
};
for (const std::string& strat : allInstanceStrategies)
{
engines[BOT_STATE_COMBAT]->removeStrategy(strat);
engines[BOT_STATE_NON_COMBAT]->removeStrategy(strat);
}
std::string strategyName;
switch (mapId)
{
@ -1646,13 +1631,10 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster)
default:
break;
}
if (strategyName.empty())
return;
engines[BOT_STATE_COMBAT]->addStrategy(strategyName);
engines[BOT_STATE_NON_COMBAT]->addStrategy(strategyName);
if (tellMaster && !strategyName.empty())
{
std::ostringstream out;

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@ -37,7 +37,6 @@
#include "PlayerbotFactory.h"
#include "Playerbots.h"
#include "Position.h"
#include "RaceMgr.h"
#include "Random.h"
#include "RandomPlayerbotFactory.h"
#include "ServerFacade.h"
@ -1996,7 +1995,7 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
}
// add all initial position
for (uint32 i = 1; i < sRaceMgr->GetMaxRaces(); i++)
for (uint32 i = 1; i < MAX_RACES; i++)
{
for (uint32 j = 1; j < MAX_CLASSES; j++)
{
@ -2009,7 +2008,7 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
for (int32 l = 1; l <= 5; l++)
{
if ((1 << (i - 1)) & sRaceMgr->GetAllianceRaceMask())
if ((1 << (i - 1)) & RACEMASK_ALLIANCE)
allianceStarterPerLevelCache[(uint8)l].push_back(pos);
else
hordeStarterPerLevelCache[(uint8)l].push_back(pos);
@ -3127,7 +3126,7 @@ void RandomPlayerbotMgr::PrintStats()
std::map<uint8, uint32> lvlPerRace;
std::map<uint8, uint32> lvlPerClass;
for (uint8 race = RACE_HUMAN; race < sRaceMgr->GetMaxRaces(); ++race)
for (uint8 race = RACE_HUMAN; race < MAX_RACES; ++race)
{
perRace[race] = 0;
lvlPerRace[race] = 0;
@ -3274,7 +3273,7 @@ void RandomPlayerbotMgr::PrintStats()
}
LOG_INFO("playerbots", "Bots race:");
for (uint8 race = RACE_HUMAN; race < sRaceMgr->GetMaxRaces(); ++race)
for (uint8 race = RACE_HUMAN; race < MAX_RACES; ++race)
{
if (perRace[race])
{

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@ -14,7 +14,6 @@
#include "MapMgr.h"
#include "PathGenerator.h"
#include "Playerbots.h"
#include "RaceMgr.h"
#include "TransportMgr.h"
#include "VMapFactory.h"
#include "VMapMgr2.h"
@ -3336,7 +3335,7 @@ void TravelMgr::LoadQuestTravelTable()
std::ostringstream out;
for (uint8 race = RACE_HUMAN; race < sRaceMgr->GetMaxRaces(); race++)
for (uint8 race = RACE_HUMAN; race < MAX_RACES; race++)
{
for (uint8 cls = CLASS_WARRIOR; cls < MAX_CLASSES; ++cls)
{

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@ -11,7 +11,6 @@
#include "BudgetValues.h"
#include "PathGenerator.h"
#include "Playerbots.h"
#include "RaceMgr.h"
#include "ServerFacade.h"
#include "TransportMgr.h"
@ -1661,7 +1660,7 @@ void TravelNodeMap::generateStartNodes()
startNames[RACE_GNOME] = "Dwarf and Gnome";
startNames[RACE_TROLL] = "Orc and Troll";
for (uint32 i = 0; i < sRaceMgr->GetMaxRaces(); i++)
for (uint32 i = 0; i < MAX_RACES; i++)
{
for (uint32 j = 0; j < MAX_CLASSES; j++)
{