mod-playerbots/src/Ai/Raid/Karazhan/Multiplier/RaidKarazhanMultipliers.h
Crow 80860d72a3
Some simple improvements to Karazhan strategies (#2173)
# Pull Request

I've made a few simple changes to the Karazhan strategies that should
result in notable improvements in game.

- **Attumen**: I was using a GetExactDist2d() check for phase 2 when
bots stack behind him. That resulted in ranged bots being too close to
attack. It's now switched to the correct GetDistance2d() check to
account for the hitbox.
- **Maiden of Virtue**: The tank continuously ran side-to-side when
trying to tank her because it was trying to turn the boss with
TankFaceAction but not being able to due to being required to be within
a short distance of a set waypoint. I didn't understand the cause when I
was originally working on Karazhan. To fix this, a new multiplier
disables CombatFormationMoveAction (the "co+ disperse" strategy) and its
inherited classes, except for SetBehindTargetAction. The only other
class that inherits from CombatFormationMoveAction is TankFaceAction. I
disabled the parent class also because the ranged bots have a coded
positioning strategy and should not observe the co+ disperse strategy.
- **The Curator**: Same deal as Maiden with a new multiplier.
- **Nightbane**: Same deal as Maiden with a new multiplier.
- **Malchezaar**: Infernal avoidance for non-enfeebled bots had movement
priority set to MOVEMENT_FORCED. This was not good because it made bots
refuse to cross Hellfire so if you got unlucky, they could be stuck on
the other side of an Infernal from the boss and completely out of the
fight. MOVEMENT_FORCED needs to be reserved for situations in which the
bot absolutely cannot step in the AoE at all, and that's not the case
for non-Enfeebled bots here. Priority is now changed to MOVEMENT_COMBAT.

---

## 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?

No additional complication in logic from these changes, and additional
performance impact is exceedingly small (just a few more multipliers
with inexpensive checks that would apply only in Karazhan).

---

## 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

Should be straightforward. Engage the above-mentioned bosses in Karazhan
and observe the mechanics. I did test all of them.

## 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**)

Barely due to the additional multipliers.

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**)

---

## 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>
2026-03-06 07:58:02 -08:00

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4.9 KiB
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#ifndef _PLAYERBOT_RAIDKARAZHANMULTIPLIERS_H
#define _PLAYERBOT_RAIDKARAZHANMULTIPLIERS_H
#include "Multiplier.h"
class AttumenTheHuntsmanDisableTankAssistMultiplier : public Multiplier
{
public:
AttumenTheHuntsmanDisableTankAssistMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "attumen the huntsman disable tank assist multiplier") {}
virtual float GetValue(Action* action);
};
class AttumenTheHuntsmanStayStackedMultiplier : public Multiplier
{
public:
AttumenTheHuntsmanStayStackedMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "attumen the huntsman stay stacked multiplier") {}
virtual float GetValue(Action* action);
};
class AttumenTheHuntsmanWaitForDpsMultiplier : public Multiplier
{
public:
AttumenTheHuntsmanWaitForDpsMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "attumen the huntsman wait for dps multiplier") {}
virtual float GetValue(Action* action);
};
class MaidenOfVirtueDisableCombatFormationMoveMultiplier : public Multiplier
{
public:
MaidenOfVirtueDisableCombatFormationMoveMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "maiden of virtue disable combat formation move multiplier") {}
virtual float GetValue(Action* action);
};
class TheCuratorDisableTankAssistMultiplier : public Multiplier
{
public:
TheCuratorDisableTankAssistMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "the curator disable tank assist multiplier") {}
virtual float GetValue(Action* action);
};
class TheCuratorDisableCombatFormationMoveMultiplier : public Multiplier
{
public:
TheCuratorDisableCombatFormationMoveMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "the curator disable combat formation move multiplier") {}
virtual float GetValue(Action* action);
};
class TheCuratorDelayBloodlustAndHeroismMultiplier : public Multiplier
{
public:
TheCuratorDelayBloodlustAndHeroismMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "the curator delay bloodlust and heroism multiplier") {}
virtual float GetValue(Action* action);
};
class ShadeOfAranArcaneExplosionDisableChargeMultiplier : public Multiplier
{
public:
ShadeOfAranArcaneExplosionDisableChargeMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "shade of aran arcane explosion disable charge multiplier") {}
virtual float GetValue(Action* action);
};
class ShadeOfAranFlameWreathDisableMovementMultiplier : public Multiplier
{
public:
ShadeOfAranFlameWreathDisableMovementMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "shade of aran flame wreath disable movement multiplier") {}
virtual float GetValue(Action* action);
};
class NetherspiteKeepBlockingBeamMultiplier : public Multiplier
{
public:
NetherspiteKeepBlockingBeamMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "netherspite keep blocking beam multiplier") {}
virtual float GetValue(Action* action);
};
class NetherspiteWaitForDpsMultiplier : public Multiplier
{
public:
NetherspiteWaitForDpsMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "netherspite wait for dps multiplier") {}
virtual float GetValue(Action* action);
};
class PrinceMalchezaarDisableAvoidAoeMultiplier : public Multiplier
{
public:
PrinceMalchezaarDisableAvoidAoeMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "prince malchezaar disable avoid aoe multiplier") {}
virtual float GetValue(Action* action);
};
class PrinceMalchezaarEnfeebleKeepDistanceMultiplier : public Multiplier
{
public:
PrinceMalchezaarEnfeebleKeepDistanceMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "prince malchezaar enfeeble keep distance multiplier") {}
virtual float GetValue(Action* action);
};
class PrinceMalchezaarDelayBloodlustAndHeroismMultiplier : public Multiplier
{
public:
PrinceMalchezaarDelayBloodlustAndHeroismMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "prince malchezaar delay bloodlust and heroism multiplier") {}
virtual float GetValue(Action* action);
};
class NightbaneDisablePetsMultiplier : public Multiplier
{
public:
NightbaneDisablePetsMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "nightbane disable pets multiplier") {}
virtual float GetValue(Action* action);
};
class NightbaneWaitForDpsMultiplier : public Multiplier
{
public:
NightbaneWaitForDpsMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "nightbane wait for dps multiplier") {}
virtual float GetValue(Action* action);
};
class NightbaneDisableAvoidAoeMultiplier : public Multiplier
{
public:
NightbaneDisableAvoidAoeMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "nightbane disable avoid aoe multiplier") {}
virtual float GetValue(Action* action);
};
class NightbaneDisableMovementMultiplier : public Multiplier
{
public:
NightbaneDisableMovementMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "nightbane disable movement multiplier") {}
virtual float GetValue(Action* action);
};
#endif