Make playerbots compatible with latest refactoring done on azerothcore (#2158)

# Pull Request

When integrating latest changes from
https://github.com/azerothcore/azerothcore-wotlk into
https://github.com/mod-playerbots/azerothcore-wotlk/tree/Playerbot you
will face some compiling issues due to refactoring. That PR does not
change any of the logic, but implements needed changes to be compatible
again

---

## 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?

---

## 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

## 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**)

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**)

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

Please doublecheck if none of the timing-logic (migration from uint32 to
microseconds) has been changed

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
This commit is contained in:
killerzwelch
2026-02-24 00:49:45 +01:00
committed by GitHub
parent 1f3d11d1c4
commit e7d5eaabac
3 changed files with 29 additions and 26 deletions

View File

@@ -7,10 +7,13 @@
#include "PlayerbotAI.h"
#include "InstancePackets.h"
bool ResetInstancesAction::Execute(Event /*event*/)
{
WorldPacket packet(CMSG_RESET_INSTANCES, 0);
bot->GetSession()->HandleResetInstancesOpcode(packet);
WorldPackets::Instance::ResetInstances resetInstance(std::move(packet));
bot->GetSession()->HandleResetInstancesOpcode(resetInstance);
return true;
}

View File

@@ -45,18 +45,18 @@ void StatsCollector::CollectItemStats(ItemTemplate const* proto)
switch (proto->Spells[j].SpellTrigger)
{
case ITEM_SPELLTRIGGER_ON_USE:
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, proto->Spells[j].SpellCooldown);
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, Milliseconds(proto->Spells[j].SpellCooldown));
break;
case ITEM_SPELLTRIGGER_ON_EQUIP:
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, 0);
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, Milliseconds(0));
break;
case ITEM_SPELLTRIGGER_CHANCE_ON_HIT:
if (type_ & CollectorType::MELEE)
{
if (proto->Spells[j].SpellPPMRate > 0.01f)
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, 60000 / proto->Spells[j].SpellPPMRate);
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, Milliseconds(static_cast<int>(60000 / proto->Spells[j].SpellPPMRate)));
else
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, 60000 / 1.8f); // Default PPM = 1.8
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, Milliseconds(static_cast<int>(60000 / 1.8f))); // Default PPM = 1.8
}
break;
default:
@@ -71,7 +71,7 @@ void StatsCollector::CollectItemStats(ItemTemplate const* proto)
}
}
void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, int32 spellCooldown)
void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, Milliseconds spellCooldown)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
@@ -81,21 +81,21 @@ void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, int32 s
if (SpecialSpellFilter(spellId))
return;
const SpellProcEventEntry* eventEntry = sSpellMgr->GetSpellProcEvent(spellInfo->Id);
const SpellProcEntry* eventEntry = sSpellMgr->GetSpellProcEntry(spellInfo->Id);
uint32 triggerCooldown = eventEntry ? eventEntry->cooldown : 0;
Milliseconds triggerCooldown = eventEntry ? eventEntry->Cooldown : 0ms;
bool canNextTrigger = true;
uint32 procFlags;
uint32 procChance;
if (eventEntry && eventEntry->procFlags)
procFlags = eventEntry->procFlags;
if (eventEntry && eventEntry->ProcFlags)
procFlags = eventEntry->ProcFlags;
else
procFlags = spellInfo->ProcFlags;
if (eventEntry && eventEntry->customChance)
procChance = eventEntry->customChance;
if (eventEntry && eventEntry->Chance)
procChance = eventEntry->Chance;
else
procChance = spellInfo->ProcChance;
bool lowChance = procChance <= 5;
@@ -142,11 +142,11 @@ void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, int32 s
break;
float coverage;
if (spellCooldown <= 2000 || spellInfo->GetDuration() == -1)
if (spellCooldown.count() <= 2000 || spellInfo->GetDuration() == -1)
coverage = 1.0f;
else
coverage =
std::min(1.0f, (float)spellInfo->GetDuration() / (spellInfo->GetDuration() + spellCooldown));
std::min(1.0f, (float)spellInfo->GetDuration() / (spellInfo->GetDuration() + spellCooldown.count()));
multiplier *= coverage;
HandleApplyAura(effectInfo, multiplier, canNextTrigger, triggerCooldown);
@@ -155,9 +155,9 @@ void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, int32 s
case SPELL_EFFECT_HEAL:
{
/// @todo Handle spell without cooldown
if (!spellCooldown)
if (!spellCooldown.count())
break;
float normalizedCd = std::max((float)spellCooldown / 1000, 5.0f);
float normalizedCd = std::max((float)spellCooldown.count() / 1000, 5.0f);
int32 val = AverageValue(effectInfo);
float transfer_multiplier = 1;
stats[STATS_TYPE_HEAL_POWER] += (float)val / normalizedCd * multiplier * transfer_multiplier;
@@ -166,11 +166,11 @@ void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, int32 s
case SPELL_EFFECT_ENERGIZE:
{
/// @todo Handle spell without cooldown
if (!spellCooldown)
if (!spellCooldown.count())
break;
if (effectInfo.MiscValue != POWER_MANA)
break;
float normalizedCd = std::max((float)spellCooldown / 1000, 5.0f);
float normalizedCd = std::max((float)spellCooldown.count() / 1000, 5.0f);
int32 val = AverageValue(effectInfo);
float transfer_multiplier = 0.2;
stats[STATS_TYPE_MANA_REGENERATION] += (float)val / normalizedCd * multiplier * transfer_multiplier;
@@ -179,9 +179,9 @@ void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, int32 s
case SPELL_EFFECT_SCHOOL_DAMAGE:
{
/// @todo Handle spell without cooldown
if (!spellCooldown)
if (!spellCooldown.count())
break;
float normalizedCd = std::max((float)spellCooldown / 1000, 5.0f);
float normalizedCd = std::max((float)spellCooldown.count() / 1000, 5.0f);
int32 val = AverageValue(effectInfo);
if (type_ & (CollectorType::MELEE | CollectorType::RANGED))
{
@@ -352,12 +352,12 @@ bool StatsCollector::SpecialEnchantFilter(uint32 enchantSpellId)
bool StatsCollector::CanBeTriggeredByType(SpellInfo const* spellInfo, uint32 procFlags, bool strict)
{
const SpellProcEventEntry* eventEntry = sSpellMgr->GetSpellProcEvent(spellInfo->Id);
const SpellProcEntry* eventEntry = sSpellMgr->GetSpellProcEntry(spellInfo->Id);
uint32 spellFamilyName = 0;
if (eventEntry)
{
spellFamilyName = eventEntry->spellFamilyName;
flag96 spellFamilyMask = eventEntry->spellFamilyMask;
spellFamilyName = eventEntry->SpellFamilyName;
flag96 spellFamilyMask = eventEntry->SpellFamilyMask;
if (spellFamilyName != 0)
{
if (!CheckSpellValidation(spellFamilyName, spellFamilyMask, strict))
@@ -548,7 +548,7 @@ void StatsCollector::CollectByItemStatType(uint32 itemStatType, int32 val)
}
void StatsCollector::HandleApplyAura(const SpellEffectInfo& effectInfo, float multiplier, bool canNextTrigger,
uint32 triggerCooldown)
Milliseconds triggerCooldown)
{
if (effectInfo.Effect != SPELL_EFFECT_APPLY_AURA)
return;

View File

@@ -65,7 +65,7 @@ public:
StatsCollector(StatsCollector& stats) = default;
void Reset();
void CollectItemStats(ItemTemplate const* proto);
void CollectSpellStats(uint32 spellId, float multiplier = 1.0f, int32 spellCooldown = -1);
void CollectSpellStats(uint32 spellId, float multiplier = 1.0f, Milliseconds spellCooldown = -1ms);
void CollectEnchantStats(SpellItemEnchantmentEntry const* enchant, uint32 default_enchant_amount = 0);
bool CanBeTriggeredByType(SpellInfo const* spellInfo, uint32 procFlags, bool strict = true);
bool CheckSpellValidation(uint32 spellFamilyName, flag96 spelFalimyFlags, bool strict = true);
@@ -79,7 +79,7 @@ private:
bool SpecialEnchantFilter(uint32 enchantSpellId);
void HandleApplyAura(const SpellEffectInfo& effectInfo, float multiplier, bool canNextTrigger,
uint32 triggerCooldown);
Milliseconds triggerCooldown);
float AverageValue(const SpellEffectInfo& effectInfo);
private: