Commit Graph

2467 Commits

Author SHA1 Message Date
kadeshar
a8dda550ad Requirement fix to use bigobj parameter to compile (#2176)
# Pull Request
Compilation fix which making possible compiling without bigobj parameter

---

## How to Test the Changes

- compile using Visual Studio without bigobj parameter

## 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?
- - [ ] No
- - [x] Yes (**explain below**)

Automate file creation

---

## 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
2026-03-08 08:49:45 +01:00
NoxMax
1a3468368d PR template proposal, using the proposed template itself (#2170)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
The addition of a PR template last month was a great idea. We had
nothing before and just let people type whatever they thought was
relevant. Some wrote a whole article with too many details, and some
just wrote the title and didn't explain any of the important details.

So the addition of the PR template makes sure contributors know what's
most important to this project. However, several people thought the
template was... a lot. A lot of the information it showed, while useful
to the contributor, made it a bit confusing to reviewer to know what the
contributor wrote, and what is part of the PR template, so a lot of
these guidelines have now been put behind `<!-- -->`.

Moreover, even what has been hidden, has been truncated. The main
message of the guidelines is stability is our top priority. It is a
critical message, but it was repeated several more times than it
should've been. Less is more here, and if an important message is
repeated in a verbose manner, people would gloss over it like scrolling
down long terms and conditions. The questions were also made more
concise and explicit. We don't want contributors to question the
questions themselves and how do they even apply to their code.

The process of PR submission itself should not feel like submitting a
long bureaucratic form. Think of it like a scientific paper abstract: It
gives a reasonably short summary explaining the work, as clearly as
possible.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

These are the core questions that are important to know, but even then,
not always relevant. So a note was added to the contributor that they
can obviously skip these if their PR is something like a comment edit or
whatever else that clearly doesn't add processing.

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
You are already testing whether or not this template is effective by
looking at it.

1. See
the"[Preview](https://github.com/NoxMax/mod-playerbots/blob/PR-template-proposal/PULL_REQUEST_TEMPLATE.md)"
of the file just so it's clear what the template is like without any of
the comments I made here.
2. See the
"[Code](https://github.com/NoxMax/mod-playerbots/blob/PR-template-proposal/PULL_REQUEST_TEMPLATE.md?plain=1)"
section of the template to see how it would actually look to a
contributor. The only difference is the alignment of the translation
table; it looks weird in the .md file, but it would look properly
aligned to the contributor when submitting.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - [x] No, not at all
    - [ ] Minimal impact (**explain below**)
    - [ ] Moderate impact (**explain below**)
    
Broke down processing impact into minimal and moderate. It is not
uncommon that we have changes that add some minimal processing, and yes,
collectively they can become an issue, but we also need to distinguish
them from the rare changes that have a moderate impact, and how critical
those changes are.

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - [x] No
    - [ ] Yes (**explain below**)
    
This question merges two previous one, because it's really asking the
same thing: Will your change be a headache to maintain down the line?

## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
Does this change add bot messages to translate?
- [x] No
- [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

This is a new section, based on an idea that was discuss to not have
everyone add their SQL translation files to their PR, and figure out
file date name based on merge order, and coordinate who's using which
message key. No. The hidden instruction instead tell the contributor to
prerp the code to be translatable, by looking up GetBotTextOrDefault in
the codebase for examples, and leave it that.
When merged it would just use the default English fallback, then a
monthly PR can be made containing translations for all the recently
merged commits that have bot messages. The code would then automatically
pickup the translated lines for that.
This section of the template would remain if there's a consensus that
this is how the translation workflow should be.

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- [x] No
- [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



## 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 (Code comments, Conf comments,
Commands in the Wiki).

Final checklist remains the same, only clarifies to the contributors
what sort of documentations that need updating.

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
This is a literal draft of of what the template should be, in that I
look forward to your ideas to any ways that can further improve this.
2026-03-06 20:04:37 +01:00
St0ny
55708f397a add sql update (#2137)
Correction of a spelling mistake in the German chatter-texts.

# Pull Request

There is an error in the German translation of the chatter text.

This will be fixed with this PR.

---

## 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.
2026-03-06 20:03:44 +01:00
killerzwelch
660a5c0543 make playerbots compatible with 515aeca (#2181)
# Pull Request

needed changes for
515aeca570

---

## 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

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>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-03-06 20:03:32 +01:00
Crow
14c77b1e7b Remove instance strategies when leaving map (#2163)
# Pull Request

Currently, dungeon and raid strategies, which are automatically added
when entering the applicable instance (unless disabled in config), will
persist until manually removed or until a different instance strategy is
applied. This is pretty bad because then bots will continue to check
triggers for the instance when outside of it.

This has been discussed for a long time, but after finally considering
it today, I think the solution is pretty simple because the existing
framework is already there. PlayerbotAI::ApplyInstanceStrategies() is
the function for enabling strategies when entering an instance, and it's
called whenever a bot changes maps. So all we need to do is to remove
all instance strategies first when calling it. I tested these changes,
and they worked for me, but obviously others should test too, and
especially the code should be examined since that is not my area of
expertise.

---

## 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?
- - [ ] No
- - [x] 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.

I used Gemini to verify that my idea would work and had it put together
the actual code for me.

---

## 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>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-03-06 10:50:00 -08:00
Hokken
788c7b025b Fix quest links triggering trade window (#2155)
## Summary

`ChatHelper::parseable()` matched any hyperlink containing `|H`,
including quest links (`|Hquest:`), achievement links, spell links, etc.
This caused bots to interpret quest links shared in party chat as item
trade requests, opening the trade window instead of ignoring them.

Narrowed the check from `"|H"` to `"|Hitem:"` so only actual item links
trigger the parseable/trade logic.

**One-line change** in `src/Bot/Cmd/ChatHelper.cpp:603`

## Root Cause

The WoW client uses `|H<type>:<id>|h[Name]|h` hyperlinks for many object
types:
- `|Hitem:12345|h[Item Name]|h` — items
- `|Hquest:678|h[Quest Name]|h` — quests  
- `|Hspell:890|h[Spell Name]|h` — spells
- `|Hachievement:...|h` — achievements

The old check `text.find("|H")` matched ALL of these, so sharing a quest
link in party chat would cause the bot to enter the item parsing/trade
flow.

## Test Scenarios

| Scenario | Before | After |
|----------|--------|-------|
| Share `[Quest Name]` in party chat | Trade window opens | No reaction
(correct) |
| Share `[Item Name]` in party chat | Trade window opens | Trade window
opens (unchanged) |
| Say "questitem" in chat | Parsed correctly | Parsed correctly
(unchanged) |
| Share `[Spell Name]` in party chat | Trade window opens | No reaction
(correct) |

Tested on AzerothCore 3.3.5a with mod-playerbots, confirmed fix resolves
the issue.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Hokken <Hokken@users.noreply.github.com>
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 09:41:40 -08:00
NoxMax
ca9f23a8e3 Fix/Defensive: Prevent division by zero in MovementActions (#2185)
Added a check to prevent division by zero for orphaned raid groups.

# Pull Request

If a bots somehow ends up alone in a raid group, this can divide by zero
and freeze the server.

---

## 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 is the simplest and cheapest way to implement this fix.

---

## 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

The fix is a self-evident defensive measure.

## 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?
- - [ ] No
- - [x] Yes (**explain below**)

Core dump logs analysis to find this problem.

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.
2026-03-06 07:59:36 -08:00
kadeshar
935252fcfe Action trigger fix (#2180)
Maintenance PR unrelated with module itself
Modified action trigger to cover branch change
2026-03-06 07:58:47 -08:00
Rikus Louw
ed81a43403 Added all TBC attunement quests (#2179)
# Pull Request

Added all TBC attunement quests to conf

---

## 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
Run maintenance on bots
- Any required setup (e.g. multiple players, bots, specific
configuration)
This only applies to Individual Progression mod, since attunements
aren't required in base AC
- Expected behavior and how to verify it
Bots should be able to enter:
- The Eye (Tempest Keep)
- Mount Hyjal
- Black Temple

## 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**)
All attunements for TBC are now added on 'maintenance' command

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.
2026-03-06 07:58:32 -08:00
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
Alex Dcnh
18bd655869 Restore Naxx Strategies without core dependencies (#2031)
### Summary
This PR restores the Naxxramas raid strategies that were removed in
commit 686fe513b2 .
The reintroduced logic is core‑friendly (no AzerothCore script headers
or internal boss AI/EventMap dependencies), and the Naxxramas actions
have been refactored into per‑boss files for better maintainability.

### Motivation
The previous removal was meant to avoid core modifications and unblock
upstreaming.
This PR brings the strategies back while adhering to that requirement,
using only observable state and mod‑playerbots helpers.

### What’s included

- Re‑enabled the Naxxramas strategies previously removed.
- Replaced core script header dependencies with observable checks
(auras, casts, unit flags, flight state, etc.).
- Split the Naxxramas action logic into per‑boss source files to avoid a
“god file” and ease future maintenance.
- Minor, non‑intrusive behavior improvements aligned with existing
helpers.

### Future work
Some strategies may still require refinement or more advanced handling
later.
This PR focuses on restoring the baseline logic without core
dependencies, while keeping changes minimal and safe.

**Any contributions are welcome to further improve and fine‑tune the
Naxxramas strategies.**

### Testing
Tested in some Naxx boxx.
No server crash and boss killed :D

Note: I'll make another PR with revised scripts when this one are merged

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-03-06 07:57:21 -08:00
kadeshar
28a888b6e0 Added unobtainable items to config (#2133)
# Pull Request

Moving hardcoded values to config

## How to Test the Changes

- use maintenance command
- unequip and destroy item get from this command
- turn off server
- add item to config
- turn on server
- use maintenace command
- check that different item was provided

## 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
2026-03-06 07:56:53 -08:00
Benjamin Jackson
d32b10de15 Add dedicated icon image and separate readme banner image. (#2177)
# Pull Request

This PR separates the image currently in the readme (currently named
`icon.png`) into two, one that is an exact copy (`banner.png`) and one
that only includes the image component (`icon.png`). This is to make the
module more approachable when scrolling through the [AzerothCore
catalogue](https://www.azerothcore.org/catalogue.html) as [it uses the
`icon.png`
image](https://github.com/user-attachments/assets/4c820f22-2a52-42b9-b360-f0e4d1496060).

---

## Feature Evaluation

Please answer the following:

- This has no changes to code, and has no impact on it.

---

## How to Test the Changes

- This PR requires no testing.

## Complexity & Impact

Does this change add new decision branches?
- - [X] No

Does this change increase per-bot or per-tick processing?
- - [X] No

Could this logic scale poorly under load?
- - [X] No
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [X] No

If this introduces more advanced or AI-heavy logic:
- - [X] Lightweight mode remains the default
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [X] No

---

## 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.
2026-03-01 07:24:37 -08:00
kadeshar
3b6cf5060e Translation cleanup (#2154)
# Pull Request

Translation cleanup for better track changes in translations.

---

## How to Test the Changes

- Run server and check that script apply to database

## 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:

---

## 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

---
2026-02-28 09:07:15 +01:00
NoxMax
b7b67e0fd9 Feat/Fix: Expand follower bot flightmaster distance search and use correct config patterns (#2140)
# 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.
2026-02-27 16:07:42 -08:00
Keleborn
8519b10d39 Fix movenearwateraction isUseful (#2168)
# Pull Request

Minor sign change to make check work properly. 

---

## 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

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-27 16:05:31 -08:00
Keleborn
439293e100 Warnings PR 2 clean unused variables (#2107)
# Pull Request

Removed unused variables and fixed styling issues. 


## 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

This was filtered from the code provided by SmashingQuasar. Eliminated
variables were confirmed to be not used, but unclear at times if that is
due to mistakes in writing.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-27 16:04:33 -08:00
Crow
be2cf436ea Implement Tempest Keep: The Eye Strategies (#1943)
Edit: Descriptions of methods are out of date right now. To be updated.

This one comes with the same caveats as SSC about requiring ownership
from somebody with C++ knowledge, except I think the matter is even more
acute here because these strategies incorporate a novel approach
proposed by Timberpoes. By redeclaring the entire bossai class for
Kael’thas, it was possible to add new member functions to the class in
order to access its private member variables. This allows bots to have
visibility into boss mechanics beyond what they could do with ordinary
techniques and is similar in approach to what was done by the Naxx
strategies, except that this approach does not require any modifications
to the core. I used it for only one mechanic, which was to detect
Kael’thas’s phase. That was very helpful because the fight is divided
into 5 phases, and distinguishing between them with traditional
techniques requires lookups of a dozen NPCs and comparisons of their
various unit states, react states, and auras; by accessing his bossai,
this can all be avoided. However, there is far more potential beyond
this if the approach is an acceptable one.

On with the (shit)show.

### Trash
In a perfect world, there would be many strategies for TK trash, which
is easily more difficult than two of the bosses. It’s a real pain to do
though because to solve the biggest issues properly, each pack would
have to be handled a little differently. So the only thing I’ve included
is for Mages to cast polymorph on the Crimson Hand Centurions when they
are channeling Arcane Flurry. The purpose is not to actually keep them
CC’d but to interrupt their channel.

### Al’ar
This fight sucked so much to write a strategy for. The only silver
lining is that being the post-nerf version, the boss moves between only
4 platform locations (instead of 6), and movement between them is on a
fixed rotation (interrupted by Flame Quills) instead of being random.
Thus, a strategy can be consistently replicated, and the fight can be
done with only 3 tanks (2 on the platforms for the boss and 1 below for
adds).

**Phase 1:**
I’m going to call the platform that Al’ar lands at after the pull
“platform 0” because that reflects the indices in the code. In a
clockwise direction, the remaining platforms will be referred to as
platforms 1, 2, and 3, respectively.
The best way to pull is to first put all ranged, as well as tanks other
than your main tank and first assistant tank, on nc +stay below platform
0. Then, go up the ramp to platform 0 with your main tank, first
assistant tank, and melee dps following you, then hit Al’ar with any
ranged attack or spell to start the fight.

- Your main tank will start at platform 0, and your first assistant tank
will immediately move to platform 1. When Al’ar moves to platform 1,
your main tank will move to platform 2. When Al’ar moves to platform 2,
your first assistant tank will move to platform 3. When Al’ar moves to
platform 3, your main tank will move back to platform 0. This assures a
tank is available to receive Al’ar after every platform movement (every
30 seconds).
- Melee DPS will follow Al’ar as it moves between platforms.
- Each platform is mapped to a corresponding ground location below it.
Ranged DPS and healers will follow Al’ar by moving to the corresponding
ground location as it flies between platforms.
- After each platform move, an Ember of Al’ar will spawn. Your second
assistant tank will pick up the Ember and move it to the point that is
25 yards away from the ground position corresponding to Al’ar’s platform
(on an invisible line between such ground position and the middle of the
room). Ranged DPS will then focus down the Ember before switching back
to Al’ar (this positioning is so that ranged are not hit by the Ember
Blast explosion that happens whenever an Ember dies).
- Each time Al’ar leaves a platform, it has a chance to instead fly up
high in the middle of the room to perform Flame Quills, which will
one-shot anybody on the upper level or ramps. When Al’ar begins the
Flame Quills sequence, all bots on the top level will jump off. FYI,
Al’ar’s usage of Flame Quills is not entirely random: there is a 20%
chance for it to do so after the first platform move, and the chance
increases by another 20% after each subsequent platform move that does
not trigger Flame Quills (reset after each Flame Quills sequence).
- After Flame Quills, Al’ar will randomly land at either platform 0 or
3. To prepare for this, bots will move to assigned positions during the
Flame Quills sequence:
- Ranged and the second assistant tank will wait in the middle of the
room.
- Melee DPS will wait at a point that is between the base of each ramp.
  - The main tank will wait at the base of the ramp to platform 0.
- The first assistant tank will wait at the base of the ramp to platform
3.
- Once Al’ar lands, the regular Phase 1 strategies resume.
- When Al’ar “dies,” it disappears and moves to the center of the room,
where it casts Rebirth and returns to full HP. Bots will wait outside of
the radius of the Rebirth explosion for Phase 2 to start.

Phase 2:

- Your main tank will tank Al’ar initially. When Al’ar casts Melt Armor,
your first assistant tank will taunt Al’ar and take over. The tank swaps
will continue back and forth every time Melt Armor is cast.
- Bots will avoid Flame Patches. FWIW, the standard co +avoid aoe
strategy does work for Flame Patches, but avoid aoe provides no buffer
distance so as you’ve probably noticed, it doesn’t provide for
preemptive avoidance. Also, avoid aoe does not consider multiple hazards
together so it can be an issue when movement needs to take into account
more than one hazard, plus when a strategy requires particular bot
movement, it’s better to account for the hazards within that movement
strategy instead of relying on separate methods that can create
conflicts.
- When Al’ar takes to the sky to perform Dive Bomb, bots will spread out
(and continue to avoid Flame Patches). After the Dive Bomb, Al’ar does
another Rebirth explosion. I have tried a million different things to
properly detect this full sequence (even accessing the bossAI like I did
with Kael’thas) and cannot get it to work properly. Ultimately, all I’ve
been able to get to work at all with respect to the final explosion is
for bots to detect the 2-second cast of the Rebirth and run out. It is
not enough time for bots that are too close when the cast happens so
some bots may get hit, but if you have adequate gear, they should
survive.
- After each Dive Bomb, 2 Embers will spawn. Your second assistant tank
will tank one Ember, and either the main tank or first assistant tank,
whichever one is not tanking Al’ar at the time, will tank the other
Ember. They will both move the Embers away from bots, and ranged DPS
will focus both Embers down before switching back to Al’ar.
- Because the room is so large, it is possible for bots to get too far
away from active combat (particularly if they are thrown across the room
by Ember Blast) so there is also a method for them to run back toward
the center if they get too far away.

### Void Reaver
Ironically, what was often considered the easiest boss in 25-player
content in TBC is the only boss with an ability (Arcane Orb) that I do
not believe can be avoided by bots, even with access to Void Reaver’s
boss script. Therefore, every single Arcane Orb is going to hit its
target, so the strategy can only try to limit the damage by spreading
ranged bots in two rings around Void Reaver (one for healers and one for
ranged DPS, to try to ensure sufficient distribution of healers). The
tanks will all fight for aggro (necessary due to Knock Away) and try to
keep Void Reaver in the middle of the room. Bots that can wipe aggro or
otherwise gain invulnerability are directed to use the applicable
abilities as soon as they pick up aggro (e.g., Soulshatter). He’s still
easy, but if you have IP nerfs, it’s a little bit of a gear check.

### High Astromancer Solarian
No boss was hit harder by nerfs in TBC than Solarian, whose encounter
went from a totally unique fight that required arcane resistance to a
fight that is kind of just an easier Baron Geddon. IMO, she is the
easiest boss in TBC 25-player raids.

- Ranged bots stack up at a distance from Solarian; this leaves all bots
with plenty of space to run away from other bots when they get Wrath of
the Astromancer.
- When Solarian vanishes, all bots will stack to AoE down the Solarium
Agents that spawn.
- When Solarian returns with two Solarium Priests, melee will divide
into two groups, with one focused on each Solarium Priest. I think this
method is not working correctly right now because when one Priest dies,
the bots still on the second Priest are leaving it. I’ll need to decide
whether I want to figure it out or just get rid of it because this fight
is so easy regardless.
- Priest bots will cast Fear Ward on the main tank to block the Psychic
Scream during the final tank-and-spank Voidwalker phase, and the main
tank will pick up Voidwalker Solarian as soon as she transforms.

Note that the bots will not be knocked into the air by Wrath of the
Astromancer. The issue is due to the presence of a check for knockbacks
in Playerbots that causes bots to ignore knockbacks that would launch
them at a velocity beyond a hardcoded value. I’ve increased that
velocity limit on my own fork, and it does allow Wrath of the
Astromancer (and other knockbacks that otherwise don’t work) to work on
bots. But that’s obviously a broader issue and not addressed in this PR,
and bots don’t take fall damage in any case.

### Kael’thas Sunstrider

So this strategy has 23(!) action methods. But like in retail, this is
actually an easy fight once it is learned because it is highly scripted.

Unlike in other strategies I’ve done, the bots probably cannot do this
fight by themselves unless they are way overgeared. This is because
there are a few windows during which bots need to position themselves
properly based on dynamic factors. But no RTSC is needed—you just need
to have bots follow you to the right locations. Also note that the gear
check for this strategy is higher than in retail because you have to get
all of the legendary weapons down and looted before the advisors aggro
in Phase 3, or it’s going to be an absolute shitshow (with human
players, you can deal with there still being a couple of weapons up).
For a point of reference, when I was first working on this strategy with
damage reduced to 50% and bots pretty close to T4 BiS, I had almost no
margin of error (I would usually get the weapons down with barely a
second to spare).

You will need at least 2 tanks, but 3 is better. Your main tank will
need to be able to equip the legendary shield so you must use a Warrior
or Paladin. However, it is ideal for the first assistant tank to be a
Druid because they can equip the legendary staff.

**Phase 1:**
Fun fact—when you “kill” the advisors in this phase, they don’t actually
die but get an aura applied called “Permanent Feign Death” (nice
oxymoron).

- _Thaladred_: You’re supposed to kite him, and bots can’t really kite,
so the method is a poor man’s method of having the bot move away from
him in a straight line when fixated. You want him to die in the far
Southern part of the room. If he dies in a bad location, you may as well
call a wipe and restart. What will work best for you will depend on your
DPS since you don’t want to kill him before he gets to the location you
want but also don’t want bots to be trapped up against a wall since they
can’t properly kite him. The way that works best for me is to have bots
stay back while I aggro the boss, and wait until right before Thaladred
switches to his second fixate target before attacking. Note that if you
do put bots on stay, when you put them back on follow, the bot that is
then being fixated will remain on stay (because they need to disregard
movement orders other than running away from Thaladred). So after
Thaladred dies, make sure to manually type /follow or the bot that was
fixated when you took the bots off of stay will not rejoin the fight.
- _Sanguinar_: He will be tanked by your main tank, who will be targeted
by your Priests for Fear Ward. Bots will wait to engage him; I made it a
very generous time (12 seconds) because there is absolutely no rush in
Phase 1. There’s no sense in being aggressive. During that time, the
main tank will drag Sanguinar to the West wall.
- _Capernian_: This is the first make-or-break part of the fight. Phase
1 Capernian was the most frequent cause for wipes for me.
- She should be tanked by a Warlock. If you want to pick your Warlock
tank, you can do so by the assistant flag, but if you don’t, the
strategy will just pick your highest HP Warlock. If you raid without a
Warlock, then you’re insane, but at least there’s a guard so your server
won’t crash?
- You do not need to add the tank strategy to your Warlock. There is a
method that will automatically switch your selected tank Warlock between
DPS and tank strategies at appropriate times because you need to squeeze
out every drop of DPS you can get, particularly for Phase 2, where
you’ll need your Warlock to be blowing up weapons with Seed of
Corruption instead of spamming Searing Pain. You’ll want your Warlock to
start with a DPS strategy as usual (since they should be DPSing
Thaladred).
- To engage Capernian, start running East right before Sanguinar dies.
She will activate quickly, and you want to try to get in front of her
(but not too close) before she aggros.
- When Capernian aggros, your Warlock tank will immediately switch to
the tank strategy and attack. Your main tank will run toward Capernian
but not actually attack; their purpose will be to bait her Conflagration
to reduce the chance that it hits your Warlock tank. Other melee will
not engage Capernian. Ranged DPS will be idle for 12 seconds; during
this time, you should run South to make sure they are not in range of
Capernian. After 12 seconds, your ranged DPS will activate, move into
range and spread out, and attack (it doesn’t seem possible to outrange
Conflagrate, so if bots don’t spread, she will annihilate the entire
ranged group with a single cast). Ideally, you kill her not too far from
her starting position. If she ends up in the middle of the room, you
should probably wipe and start over.
- _Telonicus_: He is very easy in retail but actually is a big risk for
wipes with respect to bots because his bombs will one-shot any non-tank,
and bots will stupidly stand in front of him without a proper strategy.
You should keep some distance from him before he aggros. Your first
assistant tank will pick him up and move him to the West wall near
Sanguinar. Again, there is a 12-second delay before DPS starts. Your
melee DPS are coded to stay directly behind him and not get too close so
they don’t get hit by bombs.

**Phase 2:**
Kael’thas will summon all weapons immediately after Telonicus is down.
Just before Telonicus is down, you should move to the platform where the
advisors originally were—you’ll be in better position for the raid to
AoE down the weapons.

- Your main tank will pick up the axe and move it away from the group.
The axe is the biggest threat during this phase and can easily one-shot
casters if not pulled away.
- One of your Hunters will attempt to get aggro on the bow and move away
from the group (as a hacky way of trying to turn the bow away from the
group because you can’t really get a bot to do that directly). This
method is hit or miss, but it shouldn’t be that big of a deal if your
Hunter doesn’t pull it off properly.
- Everybody else will prioritize weapons in the following order (but
most damage will come from AoE, which is what you want or you will not
beat the timer): staff, mace, sword, dagger, axe (ranged only), bow, and
shield.
- As weapons are defeated, bots will loot and equip them. If you have
not disabled bot announcements in your config, you get to see your
entire raid go nuts because they looted legendary items.
- Here is what weapons bots will loot and equip. I don't know anything
about DKs, having never played WotLK, so tell me if anything is wrong
for them.
- _Healers:_ Mace (if a healer normally uses a staff, it's best if they
keep an OH in their bags for this fight)
- _Tanks:_ Shield and sword for Paladins and DK, shield and dagger for
warriors, staff for Druid
  - _Offensive_ casters: Staff
- _Rogues:_ Sword and dagger if Combat or Subtlety, dagger only if
Assassination
  - _DPS Death Knights, Retribution Paladins, Arms Warriors_: Axe
- _Fury Warriors_: Dagger. I understand that due to Titan Grip, they
should also have the Axe for best DPS; however, Fury Warriors have awful
DPS (we’re talking barely above Prot-level) at this stage. Thus, my view
is it is better to give them only the dagger so they will MH it and help
break MC in Phase 4, since they will contribute hardly any DPS
regardless.
  - _Cat Druids_: Staff
  - _Enhancement Shamans_: Dagger
- _Hunters:_ Bow and dagger. Note that I do NOT have them loot the sword
because they need the dagger in their mainhand to use to break MC in
Phase 4; whatever marginal benefit they get from the sword as a stat
stick is not worth losing this capability. If your Hunter uses a 2H, it
is best to have them carry a 1H in their inventory so they can put
something in the OH after they equip the dagger.
- After looting weapons, bots with the staff will use it (once) to
activate the Mental Protection Field. Hunters will use the bow to
generate the legendary arrows and equip those (and will continue to do
so during the fight if they use up the arrows).
- If you wipe from this point forward, everybody will lose their
legendary weapons, and by default, most bots will not automatically
reequip their own weapons until a loot event occurs. This was extremely
annoying, and therefore there is a noncombat method implemented that
causes everybody to equip upgrades when they get within 150 yards of
Kael’thas. I considered applying this to the whole instance, but I’m not
sure if some people would not like that so I decided to limit things to
the Kael’thas encounter.

**Phase 3:**
I highly recommend you have your Shamans drop Tremor Totems (co +tremor)
during this phase. Doing so is not coded because I wanted to leave
flexibility, but I think it is very helpful for Sanguinar. After the
weapons die, you want to move your bots to a central location between
the advisors. If Thaladred died closer to the middle of the room,
ideally you position to the side of Thaladred so when he fixates he will
not chase bots North into the other advisors.

- Shamans will immediately use Heroism/Bloodlust.
- Your melee tanks will bring Sanguinar and Telonicus to their tanking
positions (same as Phase 1). If your first assistant tank is a Druid,
they will be immune to Telonicus’s Remote Toy due to having the
legendary staff’s aura activated and will also make your main tank
immune.
- One healer will stay by the Sanguinar and Telonicus tanking positions
to heal the tanks. Once IsHealAssistantOfIndex() is fixed, you will be
able to select this healer with the assistant flag. Right now, this will
just be the last healer that joined your raid (per standard AC logic).
- DPS priority will be Thaladred, Capernian (ranged only), Sanguinar,
Telonicus. As with retail, the most chaotic period will be before
Thaladred is killed, particularly if he chases bots into other advisors.
I don’t have a great solution for this, but Capernian is significantly
less dangerous during this phase thanks to the legendary staff. This is
the last true breakpoint—if you get Thaladred down with your raid mostly
intact, you are very likely to get the kill.

**Phase 4:**
Kael’thas will aggro immediately after all advisors are dead.

- Your main tank will position Kael’thas at his original position.
- Bots will move out of Flame Strikes.
- Assist tanks will pick up Phoenixes. Since they die over time anyway,
bots will not waste time attacking them. When Phoenixes die, they turn
into an Egg—at that point, bots will switch to the Egg to destroy it
before the Phoenix is reborn.
- When Kael’thas puts up Shock Barrier and starts casting Pyroblast on
your main tank (a one-shot), all bots will focus DPS on him (even if
there is an egg up). You have 4 seconds to break the barrier (80K HP)
and interrupt his Pyroblast. It is likely that you will not be able to
if you are playing with IP nerfs and are in T4 gear. However, the main
tank will use the legendary shield’s ability, which will allow them to
absorb one cast, giving you 8 seconds to break the barrier and interrupt
Pyroblast. Bots will put top priority on interrupting Pyroblast as soon
as the barrier is down.
- If a bot (or player) is mind controlled, bots with the legendary
dagger (other than tanks) will move to MC’d players and use the
following attacks to break MC: Shiv (Rogues), Hamstring (Warriors), Wing
Clip (Hunters), and Stormstrike (Shamans).

**Phase 5:**
At 50% HP, Kael’thas enters a long RP sequence. This is a good time to
kill any remaining Phoenixes and/or Eggs.
- Kael’thas stops casting Pyroblast and Mind Control.
- His main new ability is Gravity Lapse, and it doesn’t work properly on
bots... He sucks in the entire raid then knocks everybody back in a
different direction. What is supposed to happen is that players will end
up floating in midair in different directions and at different heights.
However, bots will immediately fall to the ground after getting knocked
back. They will not actually hit the ground though and instead remain in
a flying state right above the floor.
- If you could move in 3D space, Netherbeam would be very easy to deal
with. However, because that is not available to bots, they can spread
only in 2D space and thus need to move farther to get properly spread,
and they waste the first moments falling straight down. As a result, the
damage from Netherbeam can be quite high, and the beginning of Gravity
Lapse requires a lot of healing. I don’t really have a better way of
dealing with this.
- FWIW, I don’t think there is any existing method to make bots disperse
in 3D anyway.
- Kael’thas is supposed to use Nether Void when players are in midair,
which creates clouds that reduce your max HP and thus make it more
challenging to maneuver, but AC is bugged and he doesn’t use the ability
at all (there’s been an open issue about this forever).

For fuck's sake, that's all.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
2026-02-27 16:04:10 -08:00
kadeshar
1401657a6d Modify action to workaround github settings (#2167)
Github action modification
2026-02-24 22:10:09 +01:00
killerzwelch
e7d5eaabac 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>
2026-02-24 00:49:45 +01:00
Alex Dcnh
1f3d11d1c4 Stage2 refactor switch custom calculations by core helpers clean (#2127)
# Pull Request

This change replaces a few manual distance calculations in
`WorldPosition` with AzerothCore distance helpers. The goal is to reduce
duplicated math, keep behavior consistent with core utilities, and avoid
reimplementing logic that already exists in the core.

---

## 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?
Use existing core distance helpers instead of manual math, keeping the
logic localized to `WorldPosition`.
- Describe the **cheapest implementation** that produces an acceptable
result?
Directly call `GetExactDist`, `GetExactDist2d`, and `GetExactDist2dSq`
where appropriate.
- Describe the **runtime cost** when this logic executes across many
bots?
No additional cost; the helper calls replace equivalent math and avoid
extra intermediate objects.

---

## How to Test the Changes

- Step-by-step instructions to test the change
- Build the module and run existing bot scenarios that rely on
`WorldPosition` distance checks.
  - Verify no behavioral regressions in travel-related logic.
- Any required setup (e.g. multiple players, bots, specific
configuration)
  - Standard server + mod-playerbots setup.
- Expected behavior and how to verify it
- Distances computed in travel logic remain identical; no gameplay
change expected.

## 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**)

---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [ ] Documentation updated if needed

---

## Notes for Reviewers

This is a localized refactor that replaces manual distance math with
core helpers for consistency and maintainability.
No behavioral change is expected.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-02-23 13:19:56 -08:00
Rikus Louw
ea60b38eb9 Add Serpentshrine Cavern attunement quest to bot factory (#2136)
# Pull Request

I've being getting ready to test Serpentshrine Cavern strategy on
`test-staging`, but noticed the bots don't currently have attunement
setup.

Added attunement quest.

---

## 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

- Add bots and convert to raid
- Make sure you have attunement by completing
[this](https://www.wowhead.com/tbc/quest=13431/the-cudgel-of-kardesh)
quest
- Teleport to SSC and summon bots. The bots should appear in the raid.

## 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**)

This adds the attunement quest for SSC by default

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

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-23 11:02:11 -08:00
dillyns
629aa19dbd Add aggressive non combat targeting strategy (#2117)
# Pull Request

Tired of failing that escort quest because your bots stood and watched
while the escort npc got swarmed and killed?
Tired of your bots standing around doing nothing while the npc you are
supposed to be guarding for 5 minutes is getting attacked?
Don't want to use the grind strategy because it is too heavy-handed and
has too many restrictions?

Look no further! Just do "nc +aggressive" and your bots will pick a
fight with anything they can in a 30 yard radius.

The aggressive targetting is a stripped down version of the grind
target.

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
Add a strategy, action, and targetting that will cause bots to attack
nearby enemies when out of combat.

- Describe the **cheapest implementation** that produces an acceptable
result?
Hopefully this is the cheapest.

- Describe the **runtime cost** when this logic executes across many
bots?
Minimal runtime cost as this strategy needs to be added specifically to
bots.

---

## How to Test the Changes

- Add a bot to party, or use selfbot
- Give them the aggressive strategy via "nc +aggressive"
- They should attack anything within 30 yards.
- If it is a bot with a master, the 30 yards should be centered around
the master not the bot (prevent chaining from enemy to enemy)

## Complexity & Impact

Does this change add new decision branches?
```
[] No
[x] Yes (**explain below**)
Only for bots that have the added strategy, adds decision to attack nearby targets when out of combat.
```

Does this change increase per-bot or per-tick processing?
```
[] No
[x] Yes (**describe and justify impact**)
Minimal increase to only bots that have this strategy added.
```

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?
```
[ ] No
[x] Yes (**explain below**)
```
Claude is used to explore the codebase to find similar implementations
to be used for examples.

---

## 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.
2026-02-23 11:00:55 -08:00
privatecore
2f7dfdbbfc Fix rest of trainers' related stuff + codestyle changes and corrections (#2104)
# Pull Request

* Fix the rest of the trainer-related functionality: list spells and
learn (cast vs. direct learn) spells.
* Rewrite `TrainerAction`: split the logic between appropriate methods
(`GetTarget`, `isUseful`, `isPossible`) instead of pushing everything
inside a single `Execute` method.
* Change method definitions to remove unnecessary declarations and
parameters overhead.
* Move the `Trainer` header into the implementation. Rewrite
`RpgTrainTrigger` to fit the original logic and move all validation to
`RpgTrainAction` (`isUseful` + `isPossible`).
* Implement "can train" context value calculation to use with
`RpgTrainTrigger`.
* Update and optimize "train cost" context value calculation -- it
should be much faster.
* Replace `AiPlayerbot.AutoTrainSpells` with
`AiPlayerbot.AllowLearnTrainerSpells` and remove the "free" value
behavior — please use `AiPlayerbot.BotCheats` if you want bots to learn
trainer's spells for "free".
* Add `nullptr` checks wherever necessary (only inside targeted
methods/functions).
* Make some codestyle changes and corrections based on the AC codestyle
guide.

---

## 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.

---

## How to Test the Changes

Force bots to learn spells from trainers using the chat command `trainer
learn` or `trainer learn <spellId>`. Bots should properly list available
spells (`trainer` command) or learn them (based on configuration and
command).

## 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

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>
2026-02-23 11:00:24 -08:00
Keleborn
d1cac8d027 Bug fix. Equip Action triggered action (#2142)
# Pull Request

Brighton caught a mistake I made changeing the action registry, so the
correct action was no longer triggering. I cleaned that up, and renamed
the action.


## How to Test the Changes

- This was tested by adding logging to both equip actions. But to test
this without that, the best way to verify the fix is to stop alts from
auto upgrading via config. Then they should correctly follow the
configured behavior.

## 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

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-15 16:29:20 -08:00
bash
3c62a45fad Revert "Convert PlayerBots tables to InnoDB (#2083)"
This reverts commit c86032f43b.
2026-02-15 20:47:26 +01:00
Keleborn
441f9f7552 Warnings PR 1: Event warnings and headers (#2106)
# 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>
2026-02-14 20:55:10 +01:00
bashermens
80aeeda0e8 Flying, waterwalking, swimming movement optimizations and transition fixes. (#2134)
# 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.
2026-02-14 11:31:45 -08:00
NoxMax
25800f54e8 Fix/Feat: PVP with master and PVP probablity system (thread-safe remake) (#2008)
This is a remake of #1914 that had to be reverted. Original PR had a
thread-safe issue where a crash happens if multiple threads access the
cache at the same time. Unfortunately this problem was not caught in
earlier testing. I don't know if because I was testing on a month old
branch, if my settings had only ~2000, or if I needed test runs longer
than an hour to find out.

Regardless, this has all been addressed. Test have been run on the
latest commits from today (2026/1/11), with all 7500 of my bots active,
with a test run that lasted 15 hours. All stable and bots are following
the probability system without issue.

~~The new edit uses mutex locking, preventing simultaneous access of the
cache by multiple threads.~~
The new edit uses deterministic hashing, thereby not having issues with
cache thread safety to begin with. Thank you @hermensbas for catching
and reverting the original problem PR. Apologies for not catching the
issue myself.

---
Original PR description:

There are two related PVP components in this PR. First is the simple yet
fundamental change to bot behaviour when they are in party. Right now
bots with a master will go into PVP when there's a nearby PVP target,
even if master is not in PVP. This absolutely should not happen. Bots
should not consider PVP at all if master is not in PVP. The fix is only
3 lines in EnemyPlayerValue

The second component is introducing PVP probabilities, to make decisions
more realistic. Right now even a level 1 bot will 100% go into PVP if it
sees a level 80 PVP target. They can't help themselves. So the change
here addresses that insanity. Several thresholds (subject to community
review) are introduced:

1. Bots will not fight a target 5 or more levels higher than them
2. Bots have a 25% chance starting a fight with a target +/- 4 levels
from them.
3. Bots have a 50% chance starting a fight with a target +/- 3 levels
from them.
4. Bots have a 75% chance starting a fight with a target +/- 2 levels
from them.
5. Bots have a 100% chance starting a fight with a target +/- 1 level
from them.
6. Bots have a 25% chance starting a fight with a target 5 or more
levels below them (ganking. thought it would be funny, and technically
realistic of player behaviour)

Exception of course exist for BG/Arena/Duel, and in capitals where bots
will always PVP. Also bots will always defend themselves if attacked.

Few notes: 
1. The if/ else if logic can be further simplified, but only if we use
thresholds that are different by one. So current logic allows for
flexibility of using values like 10/7/5/3 instead of 5/4/3/2.
2. The caching system is per-bot basis. So for some target X, if some
bot decides to attack it, another bot will make its own decision. At
first I used a simplified global system (thinking there might be
performance concerns) where if one bot decides to attack a target then
they all do, but when I switched to the more realistic per-bot basis, I
didn't see an effect on performance.
3. Variables are obviously not configurable right now. I'm starting to
see Bash's POV that maybe we have too many configs 😬 Still,
they can be easily exposed in the future, and if someone is reading this
then, remember to change constexpr to const.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-13 09:31:55 -08:00
Crow
9748e36ad6 Fix potential failure of Magtheridon cube clickers to engage in combat (#2129)
# Pull Request

I noticed a problem that has always existed with the Magtheridon
strategy but just never came up for me due to chance. Cube clicker logic
is based on a timer that resets after every Blast Nova. If the timer is
not reset, the cubes will still be clicked, but the clickers will do
nothing but wait to click on the cubes instead of resuming combat
between Blast Novas. Because tracking of the Blast Nova state happens
during the cube clicking sequence, if a cube clicker is assigned the
singular role to track Blast Nova state (which is done simply by
returning the first DPS bot found), then the timer will not be reset.

This whole strategy needs a refactor, but the simple fix for this
problem for now is just to remove the role check for tracking the Blast
Nova state. I tested the fix, and it works.

---

## 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

- - [ ] 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.
2026-02-13 09:25:12 -08:00
Alex Dcnh
17b8d7f68b Stage1 refactor world position method names (#2126)
# 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.
2026-02-13 09:24:42 -08:00
privatecore
a0a50204ec Fix action validation checks: isUseful -> isPossible + codestyle fixes and corrections (#2125)
# 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.
2026-02-13 09:24:11 -08:00
Keleborn
80b3823f12 Warnings PR 3, remove std::move when not necessary. (#2108)
# 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>
2026-02-13 09:22:27 -08:00
Keleborn
ee2a399ac8 Refactor newrpginfo data union to std::variant (#2079)
# Pull Request

As I began modifying the newrpginfo to change the types of data it
stored, or add new data I found myself with the issue of ending up
either with garbage memory if the information wasnt properly stored on
status change, or needing complicated destructor patterns for non
trivial data sets.

---

## Design Philosophy

Make rpginfo able to handle more complicated information in a strongly 

---

## Feature Evaluation

No Feature changes

---

## How to Test the Changes

-  Server should be stable for an extended period of time. 
- Bots should be able to complete quests, fly, etc as they did before.

## 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**)
Potentially as there can be more memory involved in the object.

- 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?
    - [ ] No
    - [ X] Yes (**explain below**)

If yes, please specify:

- Gemini suggested the use of std::variant as an alternative data
structure. I found additinal external references that correlated with
the same suggestion of moving away from a union.
- Implementation was performed manually with Co-pilot auto-complete

---

## Final Checklist 
In progress.
- [ ] 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

Im not 100% sure if this is a good design choice. There are some things
I didnt quite like by the end of this, specifically having to double
check whenever accessing data whether exists or not even though an
action has already been triggered. But I have a PR in the works where I
want to store a full flight path vector, and the union was giving me
issues. (It appears that state changes may be occuring in the same tick
between RPG status update and the stated action, leading to incorrect
data gathering.

I ended up solving it by first checking a pointer to the object, and
then getting the reference.
```c++
    auto* dataPtr = std::get_if<NewRpgInfo::DoQuest>(&info.data);
    if (!dataPtr)
        return false;
    auto& data = *dataPtr;
```

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-13 09:19:54 -08:00
privatecore
610fdc16d7 Fix bug with GetCreature + GetGameObject = use ObjectAccessor's methods instead (#2105)
# Pull Request

https://en.cppreference.com/w/cpp/algorithm/equal_range.html
> second is an iterator to the first element of the range [first, last)
ordered after value (or last if no such element is found).

The original code uses `return bounds.second->second`, which causes the
wrong creature/gameobject to be returned. Instead, both methods
(`GetCreature` and `GetGameObject`) now utilize ObjectAccessor's methods
to retrieve the correct entities. These built-in methods offer a safer
way to access objects. Additionally, `GetUnit` no longer includes
redundant creature processing before checks and now has the same logic
as the `ObjectAccessor::GetUnit` method.

Furthermore, `GuidPosition::isDead` method has been renamed to
`GuidPosition::IsCreatureOrGOAccessible` and updated, as it is used only
for creatures (NOT units) and gameobjects.

---

## 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.

---

## How to Test the Changes

The behavior has not changed after all.

## 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.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-08 09:36:56 -08:00
dillyns
c9c936d5c1 Add Unending Breath to Warlock NonCombat Strat (#2074)
# Pull Request

Adds actions and triggers for Warlock class to cast Unending Breath when
swimming, following the existing implementation for Shaman Water
Breathing.

---

## Feature Evaluation

Add triggers for Warlock noncombat strategy for Unending Breath on self
and party.
Triggers should only be active while swimming.
Minimal runtime cost on Warlock bots trigger processing.

---

## How to Test the Changes

- Bring a Warlock bot into water
- It should cast Unending Breath on itself and anyone in the party

## Complexity & Impact

- Does this change add new decision branches?
    - [ ] No
    - [x] Yes (**explain below**)
It adds triggers to Warlock to decide when to cast Unending Breath on
self or party members.

- Does this change increase per-bot or per-tick processing?
    - [ ] No
    - [x] Yes (**describe and justify impact**)
Minimal additional processing for Warlock triggers, same as already
existing triggers for Shaman.

- 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?
    - [ ] No
    - [x] Yes (**explain below**)

Claude was used to explore the codebase to find similar implementations
that already existed.

---

## 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>
2026-02-08 09:36:27 -08:00
kadeshar
cfb2ed4bf3 Merge pull request #2124 from kadeshar/oculus-drake-fix
Oculus drake mounting fix
2026-02-08 17:10:18 +01:00
Hokken
e9e79ad696 Fix LootRollLevel=1 to match documented 'greed' behavior (#2068)
## Summary

Fixes `AiPlayerbot.LootRollLevel = 1` to actually behave as "greed" mode
per the config documentation.

## Problem

The config documentation states:
```conf
# Bots' loot roll level (0 = pass, 1 = greed, 2 = need)
# Default: 1 (greed)
AiPlayerbot.LootRollLevel = 1
```

However, level 1 was converting **all GREED votes to PASS**, causing
bots to pass on almost everything:

| Item Type | AI Decision | Level 1 Behavior (Before) | Expected |
|-----------|-------------|---------------------------|----------|
| Gear upgrade | NEED | GREED ✓ | GREED |
| Usable gear (not upgrade) | GREED | **PASS** ✗ | GREED |
| Crafting materials | GREED | **PASS** ✗ | GREED |
| Recipes, consumables | GREED | **PASS** ✗ | GREED |

The only items bots would greed on were direct gear upgrades (originally
NEED, downgraded to GREED).

## Root Cause

In `LootRollAction.cpp`, lines 104-107 were converting GREED to PASS:

```cpp
else if (vote == GREED)
{
    vote = PASS;  // This breaks "greed" mode
}
```

## Fix

Remove the GREED→PASS conversion. Level 1 now only downgrades NEED to
GREED (as intended), preserving GREED votes for useful items.

## Behavior After Fix

| Level | Description | Behavior |
|-------|-------------|----------|
| 0 | Pass | Always pass on all items |
| 1 | Greed | Greed on useful items, never need |
| 2 | Need | Full AI logic (need/greed/pass) |

## Test Plan

- [ ] Set `AiPlayerbot.LootRollLevel = 1`
- [ ] Kill mobs that drop crafting materials, recipes, or non-upgrade
gear
- [ ] Verify bots greed on useful items instead of passing
- [ ] Verify bots still pass on junk items
- [ ] Verify bots never roll need (only greed)

Co-authored-by: Hokken <Hokken@users.noreply.github.com>
2026-02-08 12:45:03 +01:00
Keleborn
3db2a5a193 Refactor of EquipActions (#1994)
#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>
2026-02-08 12:41:33 +01:00
Crow
8585f10f48 Implement Serpentshrine Cavern Strategies (#1888)
Edited: Below description of methods were brought up to date as of the
PR coming off of draft.

### General
I've starting leveraging, to the extent possible, an out-of-combat
method to erase map keys. This is mostly useful for timers that need to
start upon the pull because I dislike having to rely on a check for a
boss to be at 100% HP (or 99.9% or whatever) because it can be
unreliable sometimes.

### Trash
Underbog Colossi: Some Colossi leave behind a lake of toxin when they
die that quickly kills any player that is standing in it. The pool is a
dynamic-object-generated AoE, and bots will not avoid it on their own (I
think because the AoE is out of combat, plus the radius is much larger
than the default avoidance radius in the config). The method does not
require bots to be in combat, and simply gets bots to run out of the
toxin. You will probably still get a couple of idiots who drink in the
middle of it, but in my experience, the vast majority of the raid gets
out, and healers that escape can easily keep up a couple of fools until
they've drank to full.

Greyheart Tidecallers: Bots will mark and destroy Water Elemental Totems
immediately.

### Hydross the Unstable
The strategy uses 2 tanks, with the main tank assigned to the frost
phase and the 1st assistant tank assigned to the nature phase.

- The main tank will tank the frost phase, and the first assistant tank
will tank the nature phase. They each have designated spots and will
wait at their spots twiddling their thumbs while Hydross is in the other
phase.
- Hunters will misdirect to the applicable tank upon the pull and after
each phase change.
- The phase change process begins 1 second after Hydross reaches 100%
Marks. The current tank will begin moving to the next phase tank's spot
for the next tank to take over as soon as Hydross transitions.
- DPS is ordered to stop after Hydross reaches 100% Marks until 5
seconds after he transitions.
- Bots will prioritize the elementals adds after every phase change,
unless Hydross is under 10% HP, in which case they should ignore the
adds and burn the boss.
- Ranged bots should spread during the frost phase to mitigate the
impact of Water Tombs.

### The Lurker Below

- There is a designated spot for the main tank.
- Ranged DPS will fan out over a 120-degree arc that is centered
directly across from the tank spot (to try to spread to reduce Geyser
damage while also keeping them behind Lurker).
- When Spout begins, all bots will run around behind Lurker. The intent
is to keep a distance with a radius of 20 or 21 yards and within 45
degrees (either side) of directly behind him. Movement is specifically
tangential along an arc so bots don't run in front of Lurker.
- Spout's duration is tracked by a timer. The mechanics of the spell
itself are rather unique and don't involve a continuous cast or aura to
track easily so I settled for the timer.
- If you have 3 (or more) tanks, each of the first 3 tanks will be
assigned to one of the 3 Coilfang Guardians during the submerge phase.

### Leotheras the Blind
The fight is designed for a Warlock tank. You can choose the Warlock
tank by giving a Warlock the Assistant flag. If you don't do that, your
highest HP Warlock will be picked. Do NOT switch the Warlock tank to a
co +tank strategy--the designated Warlock is hardcoded to spam Searing
Pain on Demon Leo and otherwise will engage in normal DPS strategies. If
you don't have a Warlock at all, the strategy has some methods built in
to try to make things work as best as possible with a melee tank.

- The Spellbinders get marked with skulls and killed in order.
- There is no designated spot or designated tank for the human phase.
Your tanks will fight for aggro. Ranged bots will attempt to keep some
distance, and when Whirlwind starts, everybody will run away from
Leotheras.
- During the demon phase, your melee tanks should take a backseat to
your Warlock tank, who will receive help in the form of Misdirection.
Bots will get the hell away from the Warlock tank so the Warlock tank
should be taking every Chaos Blast alone.
- During the final phase, your regular tanks will tank Leotheras, and
the Warlock tank will tank his Shadow. The melee tanks will attempt to
separate Leotheras from his Shadow so bots can focus down Leotheras
without getting hit with Chaos Blasts.
- Bots will wait 5 seconds to DPS after every transition into human
phase, 12 seconds to DPS after every transition into demon phase, and 8
seconds to DPS after the transition into the final phase. There is no
waiting on DPS after Whirlwinds, even though it would be ideal. It's not
a big deal to live without, and for various reasons, it would have been
a pain in the ass to deal with.
- Bots will save Bloodlust/Heroism until after Spellbinders are down.
- To deal with the Inner Demons, I disabled DPS assist for bots who are
targeted and force them to focus only on their Inner Demons. This is
sufficient in my experience for all DPS bots and Protection Warriors and
Paladins to kill their Inner Demons, even at 50% damage. Feral Tank
Druids and Healers still need help, so the strategy hardcodes their
actions while fighting Inner Demons. For example, Resto Druids are coded
to shift out of Tree Form, cast Barkskin on themselves, and just spam
Wrath until the Inner Demon is dead. There are no bot strategy changes
used for this method.

### Fathom-Lord Karathress
You will need 4 tanks. Your main tank will tank Karathress, and an
assistant tank will tank each Fathom Guard. If you have fewer than 4
tanks, then the priority order for tank assignment will be Karathress,
Caribdis, Sharkkis, and then Tidalvess.

- Roughly, the tank spots are (1) for Karathress, near where he starts
but closer to the ledge for LoS reasons, (2) for Sharkkis, North from
his starting location on the other side of the ramp, (3) for Tidalvess,
Northwest from his starting location near the pillar, and (4) for
Caribdis, far to the West of her starting position, near the corner.
- Note that the tanks will probably clip through the terrain a bit when
going to their positions. This is due to me implementing a forced MoveTo
to the tank position coordinates. There is something weird about the
maps in Karathress's room, and the tanks will take some really screwed
up paths without making them go directly to the exact coordinates. So
this looks stupid but is necessary.
- One healer will be assigned to heal the Caribdis tank. Because AC
Playerbots does not yet have a focus heal strategy, this just means that
such healer has a designated location near the Caribdis tank's location.
This healer can be selected with the Assistant flag.
- Hunters will misdirect the Fathom Guards onto their applicable tanks.
If you don't have three Hunters, the priority is Caribdis, Tidalvess,
then Sharkkis.
- DPS will wait 12 seconds to begin attacking. After that, they will
prioritize targets as follows:
- (1): Melee will always prioritize Spitfire Totems as soon as they
spawn. This will continue through the duration of the fight.
- (2): All bots will kill Tidalvess first.
- (3): Melee bots will move to Sharkkis, and ranged bots will move to
Caribdis. I understand this is not the standard kill order for players,
which would have the entire raid kill Sharkkis next. The reasons I have
done this differently are because melee DPS is much stronger with 3.3.5
talents vs. in retail TBC, and because bots get really thrown off by
Cyclones and therefore they struggle to kill Caribdis quickly. You do
not want Karathress below 75% HP before all Fathom-Guards are dead or he
gets a huge damage buff.
- (4) If Caribdis dies first, ranged bots will help with Sharkkis.
- (5) Everybody kills Sharkkis's pet.
- (6) Everybody kills Karathress.

### Morogrim Tidewalker

- The main tank will pull the boss to the Northeast pillar, with the
tank's back against the pillar.
- A hunter will misdirect the boss onto the main tank upon the pull.
- When the boss gets to 26% HP, the main tank will begin moving the boss
to the Northeast corner of the room in preparation for Phase 2 (which
begins at 25%). The tank will move in two steps to get around the
pillar.
- When the boss gets to 25% HP, ranged will follow the main tank to the
corner and stack up right behind the boss. They will also move in two
steps.
- There is no method for melee since they will just naturally follow the
boss anyway.

### Lady Vashj

**Phase 1**:
- The main tank will tank Vashj in the center of the arena.
- If a Shaman is in the main tank's group, that Shaman will attempt to
keep a Grounding Totem down in range of the main tank to absorb Shock
Blast. This should continue in Phase 3.
- Ranged bots will spread out in a semicircle around the center of the
arena.
- If any bot other than the main tank gets Static Charge, it will run
away from other bots. If the main tank gets Static Charge, other bots
will run away from the main tank. This method should continue in Phase
3.
- If any bot is Entangled and has Static Charge, the bot will attempt to
use Cloak of Shadows if it is a Rogue, and Paladins will attempt to use
Hand of Freedom. This method should continue in Phase 3 (with some
modifications).
- Bots will not use Bloodlust or Heroism (saved for Phase 3). Bots will
not use any other major cooldowns, either, such as Metamorphosis (saved
for Phase 2 and 3).

**Phase 2**:
There are two central mechanics to this phase, both of which were
challenging to get bots to execute properly. First is the system of
prioritizing adds. The large playing field and multiple types of adds
coming from random directions make this phase not doable with realistic
DPS under the standard Playerbots target selection system. Therefore, I
took inspiration from liyunfan's Naxx strategy for Phase 1 of Kel'Thuzad
to disable dps assist and create a custom target selection system.

First, a cheat with respect to the Coilfang Striders: 
- Tanks will permanently have the Fear Ward aura applied to them if you
have raid cheats enabled. This allows them to tank the Coilfang
Striders. The standard strategy was to have an Elemental Shaman kite the
Strider around the perimeter of the arena, with ranged players
(including healers) spamming DoTs on the Strider. If you can make bots
do this, then great, but it's far beyond my capabilities. Therefore,
with the cheat, the first assistant tank is responsible for tanking
Striders and keeping them away from Core passers (described below) and
Vashj. Evidently it was (and is, in TBC Classic) possible to tank (and
melee DPS) Striders by wearing a Dire Maul Ogre Suit, which would give
you enough reach to stay out of the Strider's fear. I actually tried
that, and it does not work, either because AC's radiuses are not the
same or just because bots do not maintain the same level of precise
positioning. But anyway, the point is that technically the Striders are
tankable by real players, so maybe that will make you feel better about
using this cheat (it's fine enough rationalizing for me). I found this
fight to be unmanageable without this cheat (i.e., using a method that
would only have bots try to run away from Striders) because each Strider
was guaranteed to wipe out a couple of bots, and you really cannot
afford to lose anyone. YMMV though.
- If cheats are enabled for Striders, Hunters will attempt to Misdirect
the Striders to the first assist tank.
- If cheats are not enabled, bots will attempt to use slows/roots to
stop the Striders. I have some logic for them to use Netherweave Nets,
but I suspect it does not actually work so I may remove it instead of
trying to get it to function properly.

Target priority is as follows:
- Hunters and Mages: Enchanted Elementals, Coilfang Striders, Coilfang
Elites.
- Other Ranged Bots: Elites, Striders, Elementals. 
- Melee DPS: Elementals, Elites.
- Tanks: Elites, Elementals (except if cheats are enabled, the first
assistant tank will instead prioritize Striders and then Elementals)
- Everybody else (basically means healers): Elementals, Elites, Striders
- If there is more than one of the same target, bots will prioritize the
one that is closer to Vashj.
- In all cases, the valid attack ranged is limited so that bots should
not leave the central platform.
- If somehow a bot ends up too far from the center of the room and is
not actively attacking anything, there is logic to make them run back.

Handling Tainted Elementals and the Tainted Core: I will make another
post about this later. It is easily the most complicated strategy I've
ever worked on (far beyond anything on Kael'thas even) so will
necessitate a long explanation. The tl;dr is that there is a chain of
two-to-four bots that receive/pass the Tainted Core before using it on a
Shield Generator, and if you are playing by yourself, you probably need
to turn raid cheats on, in which case there will also be a bot that
teleports to, kills, and loots the Tainted Elementals (i.e., the bots
will then handle the entire sequence of shutting down Shield
Generators).

**Phase 3**:
- The main tank will pick up Vashj immediately and try to keep her away
from Enchanted Elementals.
- DPS will burn down residual adds from Phase 2 in the order of (1)
elementals, (2) strider for ranged only (if you have more than one up,
you're dead), and (3) elites (hopefully you have only one up, but two
with one almost dead is possible).
- Hunters will kill Toxic Sporebats. This works quite well, but they
(and anybody else if ordered to target Sporebats) have a tendency to
levitate up into the pipes at the top of the room when killing the
Sporebats. To counteract this, a method forcibly teleports bots to the
ground if they get more than 2 yards above the ground.
- The Phase 1 Cloak of Shadows/Hand of Freedom method is now expanded to
include bots Entangled in the Sporebat poison pools (with Hand of
Freedom usage prioritized on the main tank).
- There is a specific method to avoid the Sporebat poison pools. The
Vashj tank will move backwards when avoiding poison.

---------

Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-02-08 12:31:23 +01:00
kadeshar
79fb3a5bbc - Fixed Oculus drake mounting 2026-02-07 17:53:55 +01:00
kadeshar
6ed3f24ecb Enforce test fix (#2122)
CI/CD PR

---------

Co-authored-by: Crow <pengchengw@me.com>
2026-02-07 07:34:15 -08:00
Alex Dcnh
76b6df9ea3 Extend SummonWhenGroup to auto-added bots (#2034)
### 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.
2026-02-06 14:20:31 -08:00
kadeshar
026df0dabe Chilton wand fix (#2115)
# Pull Request

Added Chilton wand to excluded to equipment items for bots and unified 2
exclusion lists to single one.
Resolves: https://github.com/mod-playerbots/mod-playerbots/issues/2093

---

## How to Test the Changes

Couldnt reproduce Chilton wand bug then testing sound impossible.
Someone can try getting this items on shaman.

## Complexity & Impact

Does this change add new decision branches?
- - [x] No
- - [ ] Yes

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes

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
---

## 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

---
2026-02-06 11:57:48 -08:00
Crow
b31bda85ee Refactor raid strategy framework (#2069)
# Pull Request

The purposes of this PR are to (1) establish a general raid helper
framework for the benefit of future raid strategies and (2) make some
improvements to problematic areas of the raid strategy code.

List of changes:
1. Added new RaidBossHelpers.cpp and RaidBossHelpers.h files in the Raid
folder.

3. Moved reused helpers from Karazhan, Gruul, and Magtheridon strategies
to the new helper files.
4. Modified the prior function that assigned a DPS bot to store and
erase timers and trackers in associative containers--the function now
includes parameters for mapId (so a bot that is not in the instance will
not be assigned) and for the ability to exclude a bot (useful for
excluding particular important roles, such as a Warlock tank, so they
are not bogged down by these extra tasks at critical moments). I also
renamed it from IsInstanceTimerManager to IsMechanicTrackerBot.
5. Moved all helper files in raid strategies to Util folders (was needed
for ICC, MC, and Ulduar).
6. Renamed and reordered includes of Ulduar files in AiObjectContext.cpp
to match other raid strategies.
a. This initially caused compile errors which made me realize that the
existing code had several problems with missing includes and was
compiling only due to the prior ordering in AiObjectContext.cpp.
Therefore, I added the missing includes to Molten Core, Ulduar, and
Vault of Archavon strategies.
b. Ulduar and Old Kingdom were also using the same constant name for a
spell--the reordering caused a compile error here as well, which just
highlighted an existing problem that was being hidden. I renamed the
constant for Ulduar to fix this, but I think the better approach going
forward would be to use a namespace or enum class. But that is for
another time and probably another person.
7. Several changes with respect to Ulduar files:
a. The position constants and enums for spells and NPCs and such were in
the trigger header file. I did not think that made sense so moved them
to existing helper files.
b. Since the strategy does not use multipliers, I removed all files and
references to multipliers in it.
c. I removed some unneeded includes. I did not do a detailed review to
determine what else could be removed--I just took some out that I could
tell right away were not needed.
d. I renamed the ingame strategy name from "uld" to "ulduar," which I
think is clearer and is still plenty short.
8. Partial refactor of Gruul and Magtheridon strategies:
a. I did not due a full refactoring but made some quick changes to
things I did previously that were rather stupid like repeating
calculations, having useless logic like pointless IsAlive() checks for
creatures already on the hostile references list, and not using the
existing Position class for coordinates.
b. There were a few substantive changes, such as allowing players to
pick Maulgar mage and moonkin tanks with the assistant flag, but a
greater refactoring of the strategies themselves is beyond this PR.
c. I was clearing some containers used for Gruul and Magtheridon
strategies; the methods are now fixed to erase only the applicable keys
so that in the unlikely event that one server has multiple groups
running Gruul or Magtheridon at the same time, there won't be timer or
position tracker conflicts.

## How to Test the Changes

1. Enter any raid instance that has any code impacted by this PR
2. Engage bosses and observe if any strategies are now broken

I personally tested Maulgar, Gruul, and Magtheridon and confirmed that
they still work as intended.

## Complexity & Impact

I do not expect this PR to have any relevant changes to in-game
performance, but I will defer to those more knowledgeable than I if
there are concerns in this area. As I've mentioned before, you can
consider me to be like a person who has taken half an intro C++ course
at best.

## AI Assistance

None beyond autocomplete of repetitive changes.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-06 11:55:43 -08:00
kadeshar
bebac60c51 test-staging alignment (#2121)
# Pull Request

Describe what this change does and why it is needed...

---

## 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?
- - [ ] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [ ] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [ ] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ ] 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?
- - [ ] 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

- - [ ] 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: Crow <pengchengw@me.com>
2026-02-06 11:55:28 -08:00
Crow
52d4191b43 Correct Zone ID 10 in config (Deadwind Pass -> Duskwood) (#2109)
Simple fix to config--zone ID 10 is Duskwood, not Deadwind Pass, as pointed out by @privatecore
2026-02-04 16:01:18 -08:00
kadeshar
254055ff32 Workaround for checkboxes without task (#2116)
# Pull Request

Describe what this change does and why it is needed...

---

## 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?
```
[ ] No
[ ] Yes (**explain below**)
```

Does this change increase per-bot or per-tick processing?
```
[ ] No
[ ] Yes (**describe and justify impact**)
```

Could this logic scale poorly under load?
```
[ ] No
[ ] Yes (**explain why**)
```
---

## Defaults & Configuration

Does this change modify default bot behavior?
```
[ ] 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?
```
[ ] 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

- [ ] 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.
2026-02-03 23:08:53 +01:00
bashermens
31765c77fa Update PULL_REQUEST_TEMPLATE.md (#2114) 2026-02-03 21:48:58 +01:00
Thomas Frey
c86032f43b Convert PlayerBots tables to InnoDB (#2083)
Convert PlayerBots tables to InnoDB (disable strict mode during
conversion)

# Pull Request

### This change converts the PlayerBots-related tables from MyISAM to
InnoDB.

**Why this is beneficial (even without fixing a specific bug):**

- Crash safety & data integrity: InnoDB is transactional and uses redo
logs; it provides automatic crash recovery, unlike MyISAM which can
require manual repairs after unclean shutdowns.
- Row-level locking: InnoDB reduces write contention and improves
concurrency under bot-heavy workloads compared to MyISAM’s table-level
locks.
- Consistent reads: InnoDB supports MVCC, enabling stable reads while
writes are happening—useful for mixed read/write access patterns.
- Operational robustness: Better behavior under backup/restore and
replication scenarios; fewer “table marked as crashed” style issues.

Strict mode handling:
The migration toggles innodb_strict_mode off only for the session to
prevent the conversion from failing on edge-case legacy definitions,
then re-enables it immediately after.

---

## How to Test the Changes

- Step-by-step instructions to test the change
Run the SQL script in the Playerbot database.
- Any required setup (e.g. multiple players, bots, specific
configuration)
No
- Expected behavior and how to verify it
All tables should now have been converted from InnoDB to MyISAM.
This script should return nothing:

```
SELECT
    t.TABLE_SCHEMA AS db_name,
    t.TABLE_NAME   AS table_name,
    t.ENGINE       AS storage_engine
FROM information_schema.TABLES t
WHERE t.TABLE_SCHEMA = DATABASE()
-- With phpMyAdmin, use the following and insert your database name, e.g., “acore_playerbots.”
-- WHERE t.TABLE_SCHEMA = 'YOUR_PLAYERBOT_DB'
  AND t.TABLE_TYPE = 'BASE TABLE'
  AND t.ENGINE = 'MyISAM'
ORDER BY t.TABLE_NAME;
```

## 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
- [ ] Documentation updated if needed
- [x] I tested this script on a server with 2000 bots for 6 days
(running 24/h) and had no issues with it.

---


## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-02 22:42:02 +01:00