# Pull Request * Improper crash fix by 297f11d3e59f52a29f68188245e6b786c9fa838e. That fix worked not because setting `logout = true` stops the server from crashing, but because it stopped the following `if (!logout)` block from executing at all. In that block `delete target;` was the actual cause of the crashing and this was recreated in testing. `botWorldSessionPtr->LogoutPlayer(true);` already deleted target internally, then comes `delete target;` to delete already freed memory and the whole thing crashes. * Players had the ability to logout anyone's alt/addClass bots. Now there's a check to make sure command is from master. * When commanded to logout, RNDbots in player's party used to reply with "I'm logging out!", but they don't, because they shouldn't, because they are not alt/adClass bots. Now they say "You can't command me to logout!" * Added early exits for the "logout cancel" block, then I remembered bots were made to always instantly logout because of past issues with timed logout. Need to review whether or not we should re-implement timed logout, or if it's not worth it and its dead code removed with instant logout remaining the only option. --- ## 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? This PR removes more code than it adds, and makes sure that exits happen as early as possible. It has no effect on processing power and makes the code slightly more maintainable. --- ## How to Test the Changes 1. Whisper `logout` to any bot whose master is not you. The bot can be RND/alt/addClass. The bot may have someone else as a master or may not have a master at all. The bot may be part of a party or not. Regardless, you are not its master. It should tell you "You are not my master!". Two players or two instances of the client from two different accounts are needed for this test, in order for Player A to command a bot to logout, when the bot's master is Player B. 2. Invite an RND bot to your party. As along as it's in your party, you are it's master, but RND bots cannot be logged out through chat commands. If you whisper `logout` to it, it should say "You can't command me to logout!", and not logout. 3. Whisper to an alt/addClass bot `logout`. The bot can be in your party or could've been uninvited. All that matters is that you are its master. It should reply "I'm logging out!" ## 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? - - [ ] No - - [x] Yes (**explain why**) In that it fixes wrong behavior. 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? - - [ ] No - - [x] Yes (**explain below**) Used Claude for code review, and translations. 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. --- ## Lines to Translate These are keys and defaults of lines that were added/edited, and to be translated at a later SQL update. | Key | Default line | | --- | --- | | bot_not_your_master | You are not my master! | | bot_rndbot_no_logout | You can't command me to logout! | --- ## 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.
Important: All
mod-playerbotsinstallations require a custom fork of AzerothCore: mod-playerbots/azerothcore-wotlk (Playerbot branch). The standard AzerothCore repository will not work.
Quick Start
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
Then build the server following the platform-specific instructions in our Installation Guide.
Testing branch: A
test-stagingbranch is available with the latest features and fixes before they are merged intomaster. To use it, clone with--branch=test-staginginstead. Note that this branch may contain unstable or breaking changes — use it at your own risk and only if you are comfortable troubleshooting issues.
Detailed Guides
| Guide | Description |
|---|---|
| Installation Guide | Full step-by-step instructions for clean installs, migrating from existing AzerothCore, Docker setup, adding modules, and updating |
| Troubleshooting | Solutions to the most common build errors, database issues, configuration mistakes, crashes, and platform-specific problems |
For additional references, see the AzerothCore Installation Guide and Installing a Module pages.
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:
