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Author SHA1 Message Date
Keleborn
714bb6bca3
Shorten paths (#2396)
<!--
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.
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## Pull Request Description
<!-- Describe what this change does and why it is needed -->
This is designed to significantly shorten the overall path while
maintaining the more detailed structure. I tried to follow the principle
of removing any folder that had 1 or 2 files in it, shortenining
dungeon/raid names to acronyms, and removing instances when the base
name was in the file name (Like Raid) etc.


## 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.
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<!-- 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
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- 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.
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## 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
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AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
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Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
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Plan and execute

<!--
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
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while the full translations need to be in an SQL update file. The
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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.
-->
2026-05-31 18:38:01 +02:00
dillyns
585027fab7
Remove fire totem override from enhancement AOE strategy (#2270)
<!--
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 -->
Currently in AOE enchancement shamans are dropping magma totems. They
should not be overriding the set fire totem strategy.

## 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.
-->
Bring an enhancement shaman into medium aoe scenario (3 enemies)
They should no longer replace their fire totem with magma totem. They
should only drop the fire totem that is set in their strategies.

## 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
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the message is in a translatable format, and list in the table the
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Search for GetBotTextOrDefault in the codebase for examples.
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- Does this change add bot messages to translate?
    - - [x] No
    - - [ ] Yes (**list messages in the table**)

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

## AI Assistance
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AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
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    - - [ ] Yes (**explain below**)
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generation).
- Which parts of the change were influenced or generated, and whether it
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## 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.
-->
2026-05-31 06:41:13 -07:00
413 changed files with 481 additions and 483 deletions

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@ -161,9 +161,7 @@ void ShamanAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
}
else if (tab == SHAMAN_TAB_ENHANCEMENT)
{
triggers.push_back(new TriggerNode("medium aoe",{ NextAction("magma totem", 24.0f),
NextAction("fire nova", 23.0f), }));
triggers.push_back(new TriggerNode("medium aoe",{ NextAction("fire nova", 23.0f), }));
triggers.push_back(new TriggerNode("maelstrom weapon 5 and medium aoe", { NextAction("chain lightning", 22.0f), }));
triggers.push_back(new TriggerNode("maelstrom weapon 4 and medium aoe", { NextAction("chain lightning", 21.0f), }));
triggers.push_back(new TriggerNode("enemy within melee", { NextAction("fire nova", 5.1f), }));

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@ -3,7 +3,7 @@
#include "AiObjectContext.h"
#include "Action.h"
#include "AuchenaiCryptsActions.h"
#include "ACActions.h"
class TbcDungeonAuchenaiCryptsActionContext : public NamedObjectContext<Action>
{

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@ -1,7 +1,7 @@
#include "Playerbots.h"
#include "AiFactory.h"
#include "AuchenaiCryptsTriggers.h"
#include "AuchenaiCryptsActions.h"
#include "ACTriggers.h"
#include "ACActions.h"
// Shirrak the Dead Watcher

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@ -3,7 +3,7 @@
#include "AttackAction.h"
#include "MovementActions.h"
#include "AuchenaiCryptsTriggers.h"
#include "ACTriggers.h"
// Shirrak the Dead Watcher

View File

@ -1,6 +1,6 @@
#include "AuchenaiCryptsMultipliers.h"
#include "AuchenaiCryptsActions.h"
#include "AuchenaiCryptsTriggers.h"
#include "ACMultipliers.h"
#include "ACActions.h"
#include "ACTriggers.h"
#include "MovementActions.h"
#include "ReachTargetActions.h"
#include "FollowActions.h"

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@ -1,6 +1,6 @@
#include "AuchenaiCryptsTriggers.h"
#include "AuchenaiCryptsStrategy.h"
#include "AuchenaiCryptsMultipliers.h"
#include "ACTriggers.h"
#include "ACStrategy.h"
#include "ACMultipliers.h"
void TbcDungeonAuchenaiCryptsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{

View File

@ -3,7 +3,7 @@
#include "AiObjectContext.h"
#include "TriggerContext.h"
#include "AuchenaiCryptsTriggers.h"
#include "ACTriggers.h"
class TbcDungeonAuchenaiCryptsTriggerContext : public NamedObjectContext<Trigger>
{

View File

@ -1,5 +1,5 @@
#include "Playerbots.h"
#include "AuchenaiCryptsTriggers.h"
#include "ACTriggers.h"
#include "AiObject.h"
#include "AiObjectContext.h"

View File

@ -3,7 +3,7 @@
#include "Action.h"
#include "NamedObjectContext.h"
#include "OldKingdomActions.h"
#include "AKActions.h"
class WotlkDungeonOKActionContext : public NamedObjectContext<Action>
{

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@ -1,5 +1,5 @@
#include "Playerbots.h"
#include "OldKingdomActions.h"
#include "AKActions.h"
bool AttackNadoxGuardianAction::Execute(Event /*event*/)
{

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@ -5,7 +5,7 @@
#include "AttackAction.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "OldKingdomTriggers.h"
#include "AKTriggers.h"
class AttackNadoxGuardianAction : public AttackAction
{

View File

@ -1,9 +1,9 @@
#include "OldKingdomMultipliers.h"
#include "OldKingdomActions.h"
#include "AKMultipliers.h"
#include "AKActions.h"
#include "GenericSpellActions.h"
#include "ChooseTargetActions.h"
#include "MovementActions.h"
#include "OldKingdomTriggers.h"
#include "AKTriggers.h"
#include "Action.h"
float ElderNadoxMultiplier::GetValue(Action* action)

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@ -1,5 +1,5 @@
#include "OldKingdomStrategy.h"
#include "OldKingdomMultipliers.h"
#include "AKStrategy.h"
#include "AKMultipliers.h"
void WotlkDungeonOKStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
{

View File

@ -3,7 +3,7 @@
#include "NamedObjectContext.h"
#include "AiObjectContext.h"
#include "OldKingdomTriggers.h"
#include "AKTriggers.h"
class WotlkDungeonOKTriggerContext : public NamedObjectContext<Trigger>
{

View File

@ -1,5 +1,5 @@
#include "Playerbots.h"
#include "OldKingdomTriggers.h"
#include "AKTriggers.h"
#include "AiObject.h"
#include "AiObjectContext.h"

View File

@ -3,7 +3,7 @@
#include "Action.h"
#include "NamedObjectContext.h"
#include "AzjolNerubActions.h"
#include "ANActions.h"
class WotlkDungeonANActionContext : public NamedObjectContext<Action>
{

View File

@ -1,5 +1,5 @@
#include "Playerbots.h"
#include "AzjolNerubActions.h"
#include "ANActions.h"
bool AttackWebWrapAction::isUseful() { return !botAI->IsHeal(bot); }
bool AttackWebWrapAction::Execute(Event /*event*/)

View File

@ -5,7 +5,7 @@
#include "AttackAction.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "AzjolNerubTriggers.h"
#include "ANTriggers.h"
class AttackWebWrapAction : public AttackAction
{

View File

@ -1,9 +1,9 @@
#include "AzjolNerubMultipliers.h"
#include "AzjolNerubActions.h"
#include "ANMultipliers.h"
#include "ANActions.h"
#include "GenericSpellActions.h"
#include "ChooseTargetActions.h"
#include "MovementActions.h"
#include "AzjolNerubTriggers.h"
#include "ANTriggers.h"
#include "Action.h"
float KrikthirMultiplier::GetValue(Action* action)

View File

@ -1,5 +1,5 @@
#include "AzjolNerubStrategy.h"
#include "AzjolNerubMultipliers.h"
#include "ANStrategy.h"
#include "ANMultipliers.h"
void WotlkDungeonANStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
{

View File

@ -3,7 +3,7 @@
#include "NamedObjectContext.h"
#include "AiObjectContext.h"
#include "AzjolNerubTriggers.h"
#include "ANTriggers.h"
class WotlkDungeonANTriggerContext : public NamedObjectContext<Trigger>
{

View File

@ -1,5 +1,5 @@
#include "Playerbots.h"
#include "AzjolNerubTriggers.h"
#include "ANTriggers.h"
#include "AiObject.h"
#include "AiObjectContext.h"

View File

@ -3,7 +3,7 @@
#include "Action.h"
#include "NamedObjectContext.h"
#include "CullingOfStratholmeActions.h"
#include "CoSActions.h"
class WotlkDungeonCoSActionContext : public NamedObjectContext<Action>
{

View File

@ -1,5 +1,5 @@
#include "Playerbots.h"
#include "CullingOfStratholmeActions.h"
#include "CoSActions.h"
bool ExplodeGhoulSpreadAction::Execute(Event /*event*/)
{

View File

@ -6,7 +6,7 @@
#include "GenericSpellActions.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "CullingOfStratholmeTriggers.h"
#include "CoSTriggers.h"
class ExplodeGhoulSpreadAction : public MovementAction
{

View File

@ -1,9 +1,9 @@
#include "CullingOfStratholmeMultipliers.h"
#include "CullingOfStratholmeActions.h"
#include "CoSMultipliers.h"
#include "CoSActions.h"
#include "GenericSpellActions.h"
#include "ChooseTargetActions.h"
#include "MovementActions.h"
#include "CullingOfStratholmeTriggers.h"
#include "CoSTriggers.h"
#include "Action.h"
float EpochMultiplier::GetValue(Action* action)

View File

@ -1,5 +1,5 @@
#include "CullingOfStratholmeStrategy.h"
#include "CullingOfStratholmeMultipliers.h"
#include "CoSStrategy.h"
#include "CoSMultipliers.h"
void WotlkDungeonCoSStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
{

View File

@ -3,7 +3,7 @@
#include "NamedObjectContext.h"
#include "AiObjectContext.h"
#include "CullingOfStratholmeTriggers.h"
#include "CoSTriggers.h"
class WotlkDungeonCoSTriggerContext : public NamedObjectContext<Trigger>
{

View File

@ -1,5 +1,5 @@
#include "Playerbots.h"
#include "CullingOfStratholmeTriggers.h"
#include "CoSTriggers.h"
#include "AiObject.h"
#include "AiObjectContext.h"

View File

@ -3,7 +3,7 @@
#include "Action.h"
#include "NamedObjectContext.h"
#include "DrakTharonKeepActions.h"
#include "DTKActions.h"
class WotlkDungeonDTKActionContext : public NamedObjectContext<Action>
{

View File

@ -1,5 +1,5 @@
#include "Playerbots.h"
#include "DrakTharonKeepActions.h"
#include "DTKActions.h"
bool CorpseExplodeSpreadAction::Execute(Event /*event*/)
{

View File

@ -6,7 +6,7 @@
#include "GenericSpellActions.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "DrakTharonKeepTriggers.h"
#include "DTKTriggers.h"
const Position NOVOS_PARTY_POSITION = Position(-378.852f, -760.349f, 28.587f);

View File

@ -1,9 +1,9 @@
#include "DrakTharonKeepMultipliers.h"
#include "DrakTharonKeepActions.h"
#include "DTKMultipliers.h"
#include "DTKActions.h"
#include "GenericSpellActions.h"
#include "ChooseTargetActions.h"
#include "MovementActions.h"
#include "DrakTharonKeepTriggers.h"
#include "DTKTriggers.h"
#include "Action.h"
float NovosMultiplier::GetValue(Action* action)

View File

@ -1,5 +1,5 @@
#include "DrakTharonKeepStrategy.h"
#include "DrakTharonKeepMultipliers.h"
#include "DTKStrategy.h"
#include "DTKMultipliers.h"
void WotlkDungeonDTKStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
{

View File

@ -3,7 +3,7 @@
#include "NamedObjectContext.h"
#include "AiObjectContext.h"
#include "DrakTharonKeepTriggers.h"
#include "DTKTriggers.h"
class WotlkDungeonDTKTriggerContext : public NamedObjectContext<Trigger>
{

View File

@ -1,5 +1,5 @@
#include "Playerbots.h"
#include "DrakTharonKeepTriggers.h"
#include "DTKTriggers.h"
#include "AiObject.h"
#include "AiObjectContext.h"

View File

@ -2,22 +2,22 @@
#define _PLAYERBOT_DUNGEONSTRATEGYCONTEXT_H
#include "Strategy.h"
#include "AuchenaiCrypts/Strategy/AuchenaiCryptsStrategy.h"
#include "UtgardeKeep/Strategy/UtgardeKeepStrategy.h"
#include "Nexus/Strategy/NexusStrategy.h"
#include "AzjolNerub/Strategy/AzjolNerubStrategy.h"
#include "OldKingdom/Strategy/OldKingdomStrategy.h"
#include "DraktharonKeep/Strategy/DrakTharonKeepStrategy.h"
#include "VioletHold/Strategy/VioletHoldStrategy.h"
#include "Gundrak/Strategy/GundrakStrategy.h"
#include "HallsOfStone/Strategy/HallsOfStoneStrategy.h"
#include "HallsOfLightning/Strategy/HallsOfLightningStrategy.h"
#include "Oculus/Strategy/OculusStrategy.h"
#include "UtgardePinnacle/Strategy/UtgardePinnacleStrategy.h"
#include "CullingOfStratholme/Strategy/CullingOfStratholmeStrategy.h"
#include "ForgeOfSouls/Strategy/ForgeOfSoulsStrategy.h"
#include "PitOfSaron/Strategy/PitOfSaronStrategy.h"
#include "TrialOfTheChampion/Strategy/TrialOfTheChampionStrategy.h"
#include "ACStrategy.h"
#include "UKStrategy.h"
#include "NexStrategy.h"
#include "ANStrategy.h"
#include "AKStrategy.h"
#include "DTKStrategy.h"
#include "VHStrategy.h"
#include "GDStrategy.h"
#include "HoSStrategy.h"
#include "HoLStrategy.h"
#include "OCStrategy.h"
#include "UPStrategy.h"
#include "CoSStrategy.h"
#include "FoSStrategy.h"
#include "PoSStrategy.h"
#include "TOCStrategy.h"
/*
Full list/TODO:

View File

@ -3,7 +3,7 @@
#include "Action.h"
#include "NamedObjectContext.h"
#include "ForgeOfSoulsActions.h"
#include "FoSActions.h"
class WotlkDungeonFoSActionContext : public NamedObjectContext<Action>
{

View File

@ -1,5 +1,5 @@
#include "Playerbots.h"
#include "ForgeOfSoulsActions.h"
#include "FoSActions.h"
bool MoveFromBronjahmAction::Execute(Event /*event*/)
{

View File

@ -5,7 +5,7 @@
#include "AttackAction.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "ForgeOfSoulsTriggers.h"
#include "FoSTriggers.h"
const Position BRONJAHM_TANK_POSITION = Position(5297.920f, 2506.698f, 686.068f);

View File

@ -1,10 +1,10 @@
#include "ForgeOfSoulsMultipliers.h"
#include "ForgeOfSoulsActions.h"
#include "FoSMultipliers.h"
#include "FoSActions.h"
#include "GenericSpellActions.h"
#include "ChooseTargetActions.h"
#include "MovementActions.h"
#include "ForgeOfSoulsTriggers.h"
#include "ForgeOfSoulsActions.h"
#include "FoSTriggers.h"
#include "FoSActions.h"
float BronjahmMultiplier::GetValue(Action* action) {
Unit* boss = AI_VALUE2(Unit *, "find target", "bronjahm");

View File

@ -1,5 +1,5 @@
#include "ForgeOfSoulsStrategy.h"
#include "ForgeOfSoulsMultipliers.h"
#include "FoSStrategy.h"
#include "FoSMultipliers.h"
void WotlkDungeonFoSStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{

View File

@ -3,7 +3,7 @@
#include "NamedObjectContext.h"
#include "AiObjectContext.h"
#include "ForgeOfSoulsTriggers.h"
#include "FoSTriggers.h"
class WotlkDungeonFoSTriggerContext : public NamedObjectContext<Trigger>
{

View File

@ -1,5 +1,5 @@
#include "Playerbots.h"
#include "ForgeOfSoulsTriggers.h"
#include "FoSTriggers.h"
#include "AiObject.h"
#include "AiObjectContext.h"

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