# Pull Request
This is the first in a series of PRs intended to eliminate warnings in
the module. The design intent is to eliminate the calling event when not
needed in the body of the function. Based off of SmashingQuasars work.
---
## 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:
- [ ] 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: bashermens <31279994+hermensbas@users.noreply.github.com>
# Pull Request
**Fixes and optimizations for flying, water walking, swimming**:
* optimized triggers
* ensuring movement flag updates only happen between actual transitions
states
* fly bug fix; fly with bots following with stay command midair, fly
down and dismount yourself, follow command and now the bots fall instead
of lingering around in the air)
* updated z-axes correction for water walking and bots (for real players
this is handled client-side)
* added lift off movement for more stabile transition from ground(level)
to flying
**Tested**:
* Test all transitions; water walk, swimming, swimming, walking,
mounting while water walking etc.
* Flying with bots and fly master routes
* Movement flag updates only occur during transitions
**Known issues**: transition between water walking, swimming and back
again, in most cases the bots will stay under the waterline instead of
jumping on the z axes on water level. (will fix that another time)
---
## 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
Apply water walking effect on your bots, shaman or dk, and test all
possible transitions and follow actions
of the bots. water walking, swim, walk on land, swimming and walk
without water walking effect/aura, fly mount from water, from ground,
etc.
## 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
- - [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.
# Pull Request
This change replaces the non‑standard
WorldPosition::getX/getY/getZ/getO/getMapId wrappers with the core
getters (GetPositionX/Y/Z, GetOrientation, GetMapId) and removes the
redundant wrappers.
Goal: align the module with AzerothCore conventions, reduce local
adapters, and improve long‑term maintainability.
---
## Design Philosophy
This is a structural cleanup only (coordinate access) and does not alter
any AI behavior or decision logic.
It follows the stability/performance-first philosophy and does not add
branches or extra runtime work.
Before submitting: yes, this change aligns with the principles of
stability, performance, and predictability.
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:
- Minimum logic required: use core getters (GetPositionX/Y/Z, GetMapId,
GetOrientation) wherever coordinates are needed.
- Cheapest implementation: direct call replacement and removal of
redundant wrappers.
- Runtime cost: negligible (same data access, no additional logic).
---
## How to Test the Changes
- No functional testing required (behavior‑neutral refactor).
- Recommended: compile the module and run a normal server startup as
validation.
## Complexity & Impact
Does this change add new decision branches?
- - [x] No
- - [x] 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
- - [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**)
If yes, please specify:
- AI tool or model used: Copilot
- Purpose of usage: Translate this PR text from french to English
---
## 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
This is a core-friendly cleanup only, with no behavioral change.
No additional logic or CPU cost is introduced.
# Pull Request
Fix the incorrect logic flaw when processing actions from different
sources. It should be: `isUseful` -> `isPossible`. The original logic is
based on the Mangosbot code and the impl presented inside
`Engine::DoNextAction`. This should fix all wrong validation orders for
triggers and direct/specific actions.
Code style is based on the AzerothCore style guide + clang-format.
---
## 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:
- - [ ] 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
Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
# Pull Request
std::move was being used in a few places to return a vector. Its not
necessary. A direct return allows for some optimizations that moving
wouldnt.
## How to Test the Changes
-Bots should initialize correctly
## 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**)
---
## Final Checklist
- [ ] Stability is not compromised
- [ ] Performance impact is understood, tested, and acceptable
- [ ] Added logic complexity is justified and explained
- [ ] 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: bashermens <31279994+hermensbas@users.noreply.github.com>
#PR Description
The root cause of issue #1987 was the AI Value item usage becoming a
very expensive call when bots gained professions accidentally.
My original approach was to eliminate it entirely, but after inputs and
testing I decided to introduce a more focused Ai value "Item upgrade"
that only checks equipment and ammo inheriting directly from item usage,
so the logic is unified between them.
Upgrades are now only assessed when receiving an item that can be
equipped.
Additionally, I noticed that winning loot rolls did not trigger the
upgrade action, so I added a new package handler for that.
Performance needs to be re-evaluated, but I expect a reduction in calls
and in the cost of each call.
I tested with bots and selfbot in deadmines and ahadowfang keep.
---------
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
### Summary
Extend AiPlayerbot.SummonWhenGroup to apply when bots are auto-added to
a group (e.g., addclass bots or raidus style auto invites).
### Motivation
Bots added automatically to a group never accept a normal invite, so
they do not trigger the summon-on-accept path. When SummonWhenGroup is
enabled, these bots should also be teleported next to the master to
match expected behavior.
### Implementation details
Hook the summon behavior right after automatic group addition.
# Pull Request
This PR adds a new whisper command "pvp stats" that allows players to
ask a bot to report its current Arena Points, Honor Points, and Arena
Teams (name and team rating).
Reason:
Due to a client limitation in WoW 3.3.5a, the inspection window does not
display another player's Arena or Honor points , only team data.
This command provides an easy in-game way to check a bot’s PvP
currencies without modifying the client or core packets.
---
## Design Philosophy
Uses existing core getters (GetArenaPoints, GetHonorPoints,
GetArenaTeamId, etc.).
Fully integrated into the chat command system (ChatTriggerContext,
ChatActionContext).
Safe, no gameplay changes, purely informational.
No harcoded texts, use database local instead
---
## How to Test the Changes
/w BotName pvp stats
Bot reply:
[PVP] Arena Points: 302 | Honor Points: 11855
[PVP] 2v2: <The Fighters> (rating 2000)
[PVP] 3v3: <The Trio> (rating 573)
## 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**)
---
## 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
---
Multibot already ready
Here is a sample of multibot when merged:
<img width="706" height="737" alt="image"
src="https://github.com/user-attachments/assets/5bcdd9f8-e2fc-4c29-a497-9fffba5dfd4e"
/>
---
## Notes for Reviewers
Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
---------
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
Quick fix for a very annoying error identified by SmashingQuasar. In
WSG, bots will camp the opposing graveyard if up 2-0. This is supposed
to exclude the flag carrier, but a logical error has resulted in the
flag carrier being excluded for Alliance camping only, meaning the Horde
flag carrier will camp the GY with the rest of the team if up 2-0 and
thus refuse to end the game.
# Pull Request
- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )
Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---
## 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**)
---
## 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: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Issues:
- When you have selfbot enabled and use summon command, you will summon
yourself. This causes odd movement if you summon while moving, and can
sometimes lead to falling through the floor.
- When using the summon command on bots with pets/guardians from a
medium distance (like jumping down a ledge then commanding summon), the
pets will pathfind run to catch up. This causes them to aggro everything
on the way.
Solution:
Fix summon logic to prevent selfbot summon and ensure pets are
teleported with bots.
---------
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
Needs second pair of eyes, they appear in crash logs here and there. Its
merely a patch on a open wound.
----
As in aslong there multithreads in mapupdate, which we need for decent
performance and core calls are not done correctly due various reasons.
These type of issues remain.
Although i am planning to experiment a little with threadsafe execution
of our strategies vs performance.
The most effective thing we could do is check every single action and
check its stateless and where it does effect the state or read the state
of a core object its done in the safest way. flags, worldthread where
possible and/ot simply taking into account the state might be invalid.