# Pull Request Feat: A common problem I have with follower bots is that if I quickly run up to a flightmaster and select a destination, as I go on my way, the bots can't get on a damn bird and say "Cannot find any flightmaster to talk". Guy was 8 yards away and they're completely blind to him. This is because when you select a destination, at that moment the bot would check `GetNPCIfCanInteractWith` from core, which uses `INTERACTION_DISTANCE`, which is defined as 5.5 yards. So the bot has to have caught up with you to be within 5.5 yards of the flightmaster. This PR expands that distance to use our own `sPlayerbotAIConfig.farDistance`, which is by default set to 20 yards. So just as long as bots have caught up to be within 20 yards from the flightmaster, they will follow you. Fix: While I was doing this, I noticed that the timings for bot flight staggering (introduced in #1281) are defined in TaxiAction and PlayerbotAIConfig. So I removed their definitions from TaxiAction, made proper calls to the configs, and renamed them to similar format that other configs use. --- ## 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? Changes here use a minimal amount of code to accomplish the objective, including using pre-defined distance values rather than creating new ones. Changes have no effect on processing. --- ## How to Test the Changes For expanding flightmaster search distance: You will be using the `stay` command. A bot commanded to `stay` will still take a flight with you, if it is near a flightmaster. So you can use the command to position the bot exactly where you want it to be 1. Place your follower bot immediately next to the flightmaster 2. Take a flight and the bot should follow. Nothing new here 3. Place the bot about 12 yards away from flightmaster. 4. Take a flight and the bot should follow. Same as before. 5. Repeat again, but this time place the bot 22 yards away. It should not follow you and instead say "Cannot find any flightmaster to talk" 6. The change should work correctly with `InstantFlightPaths = 0` in worldserver.conf, or if it's set to 1/2 and bots can instantly fly. For the config of staggering: 1. Make sure `InstantFlightPaths = 0` in worldserver.conf. 2. Change the timings in playerbots.conf under the `# FLIGHTPATH` section. 3. Changes should be correctly reflected in world. ## 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**) Follower bots search a slightly bigger distance for nearby flightmasters. 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**) 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.
Playerbots Module
mod-playerbots is an AzerothCore module that adds player-like bots to a server. The project is based off IKE3's Playerbots.
Features include:
- The ability to log in alt characters as bots, allowing players to interact with their other characters, form parties, level up, and more
- Random bots that wander through the world, complete quests, and otherwise behave like players, simulating the MMO experience
- Bots capable of running most raids and battlegrounds
- Highly configurable settings to define how bots behave
- Excellent performance, even when running thousands of bots
We also have a Discord server where you can discuss the project, ask questions, and get involved in the community!
Installation
Supported platforms are Ubuntu, Windows, and macOS. Other Linux distributions may work, but may not receive support.
All mod-playerbots installations require a custom branch of AzerothCore: mod-playerbots/azerothcore-wotlk/tree/Playerbot. This branch allows the mod-playerbots module to build and function. Updates from the upstream are implemented regularly to this branch. Instructions for installing this required branch and this module are provided below.
Cloning the Repositories
To install both the required branch of AzerothCore and the mod-playerbots module from source, run the following:
git clone https://github.com/mod-playerbots/azerothcore-wotlk.git --branch=Playerbot
cd azerothcore-wotlk/modules
git clone https://github.com/mod-playerbots/mod-playerbots.git --branch=master
For more information, refer to the AzerothCore Installation Guide and Installing a Module pages.
Docker Installation
Docker installations are considered experimental (unofficial with limited support), and previous Docker experience is recommended. To install mod-playerbots on Docker, first clone the required branch of AzerothCore and this module:
git clone https://github.com/mod-playerbots/azerothcore-wotlk.git --branch=Playerbot
cd azerothcore-wotlk/modules
git clone https://github.com/mod-playerbots/mod-playerbots.git --branch=master
Afterwards, create a docker-compose.override.yml file in the azerothcore-wotlk directory. This override file allows for mounting the modules directory to the ac-worldserver service which is required for it to run. Put the following inside and save:
services:
ac-worldserver:
volumes:
- ./modules:/azerothcore/modules:ro
Additionally, this override file can be used to set custom configuration settings for ac-worldserver and any modules you install as environment variables:
services:
ac-worldserver:
environment:
AC_RATE_XP_KILL: "1"
AC_AI_PLAYERBOT_RANDOM_BOT_AUTOLOGIN: "1"
volumes:
- ./modules:/azerothcore/modules:ro
For example, to double the experience gain rate per kill, take the setting Rate.XP.Kill = 1 from woldserver.conf, convert it to an environment variable, and change it to the desired setting in the override file to get AC_RATE_XP_KILL: "2". If you wanted to disable random bots from logging in automatically, take the AiPlayerbot.RandomBotAutologin = 1 setting from playerbots.conf and do the same to get AC_AI_PLAYERBOT_RANDOM_BOT_AUTOLOGIN: "0". For more information on how to configure Azerothcore, Playerbots, and other module settings as environment variables in Docker Compose, see the "Configuring AzerothCore in Containers" section in the Install With Docker guide.
Before building, consider setting the database password. One way to do this is to create a .env file in the root azerothcore-wotlk directory using the template. This file also allows you to set the user and group Docker uses for the services in case you run into any permissions issues, which are the most common cause for Docker installation problems.
Use docker compose up -d --build to build and run the server. For more information, including how to create an account and taking backups, refer to the Install With Docker page.
Documentation
The Playerbots Wiki contains an extensive overview of AddOns, commands, raids with programmed bot strategies, and recommended performance configurations. Please note that documentation may be incomplete or out-of-date in some sections, and contributions are welcome.
Bots are controlled via chat commands. For larger bot groups, this can be cumbersome. Because of this, community members have developed client AddOns to allow controlling bots through the in-game UI. We recommend you check out their projects listed in the AddOns and Submodules page.
Contributing
This project is still under development. We encourage anyone to make contributions, anything from pull requests to reporting issues. If you encounter any errors or experience crashes, we encourage you report them as GitHub issues. Your valuable feedback will help us improve this project collaboratively.
If you make coding contributions, mod-playerbots complies with the C++ Code Standards established by AzerothCore. Each Pull Request must include all test scenarios the author performed, along with their results, to demonstrate that the changes were properly verified.
We recommend joining the Discord server to make your contributions to the project easier, as a lot of active support is carried out through this server.
Please click on the "⭐" button to stay up to date and help us gain more visibility on GitHub!
Acknowledgements
mod-playerbots is based on ZhengPeiRu21/mod-playerbots and celguar/mangosbot-bots. We extend our gratitude to @ZhengPeiRu21 and @celguar for their continued efforts in maintaining the module.
Also, a thank you to the many contributors who've helped build this project: