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Author SHA1 Message Date
Keleborn
d6f396ab50 CoreUpdate (#2207)
Core PR update.
https://github.com/mod-playerbots/azerothcore-wotlk/pull/178

Core set packet as const, and so had to recast.
2026-03-14 11:50:20 +01:00
kadeshar
a695ac77fa Small fixes to naxxramas strategy (#2201)
# Pull Request

Small fixes to naxxramas strategy

---

## 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:

Copilot CLI to code review

---

## 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
2026-03-13 22:22:11 +01:00
Keleborn
5e7613f719 Change reinterpret cast to dynamic cast. (#2182)
# Pull Request

In a few instances the code used reinterpret cast. This is potentially
risky if the object is incorrect. This is a safer approach.

---

## 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.
2026-03-13 22:21:55 +01:00
Crow
dca0be2932 Updates to SSC Strategies (#2138)
# Pull Request

Most of the changes are not functional but are to modify style based on
comments received to the TK PR (e.g., eliminate nesting of if
statements) and leverage general boss helpers. There is some reordering
of returns and other changes to try to consolidate or clean-up the code
(such as removing unnecessary parameters).

The strategies themselves have only minor changes.

- Main tank no longer uses tangential movement for Lurker Spout, unlike
other bots. The MT will just call moves directly to a position behind
Lurker. This is because I found tangential movement was taking too long
for the MT to get in place since it starts right in front of Lurker.
- Vashj MT group Shaman will now use Grounding Totem without actually
switching to the Grounding Totem strategy. I have now eliminated all
strategy swaps, which I dislike because they persist after the
encounter, and it's better not to mess with player strategies since
presumably people are generally using Windfury or Wrath of Air for the
Air Totem.
- I made a ton of changes to Vashj core passing as I noticed the
existing logic is nonfunctional in several ways. It generally works fine
ingame, but the changes should make things much smoother. For example,
the storing of the nearest trigger NPC for generators in the existing
strategy is useless because it relies on insert_or_assign for an
unordered map that will continue to run during the course of the core
passing logic, and a similar issue exists with respect to the map to
store the last time a bot held a core. The result is that there is
slight movement of bots when the core is flying through the air and not
held by any bot because the trigger for core passing does not fire
during that period. In practice, the time is brief enough that the
sequence works OK, but it looks stupid because the bots should not be
moving at all. So that should be fixed.

There is a known issue re: core passing that would take extreme effort
to fix and I am not going to do it because it is a fringe situation.
There are a couple of spots where the Tainted Elemental can rarely spawn
that can result in a straight-line passing sequence to the nearest
generator that is blocked by LoS. Fixing this would be extremely
difficult and niche, so what you will need to do if this happens is to
just command your bots to destroy the core and try again with the next
spawn.

---

## 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?

I have attempted to streamline methods and even remove some. The
strategy is admittedly somewhat performance heavy due to the need for
function calls such as iterating over inventory items. However, the new
version should be less performance intensive than the merged
strategy--for example, there were places where all members of the raid
would have their inventory checked, but I've now limited the check to
only the 5 core handler bots. I've run the instance with pmon on, and
there are no methods that stand out as particularly resource intensive
when not in a boss encounter, and I view that as the most important
thing (though I make effort to reduce performance impact during
encounters also). Expensive checks that are unavoidable for the strategy
to work such as grid searches are gated behind cheaper checks.

---

## 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

Enter SSC with a raid group and run the instance, including all bosses.
Every boss should be killable, and every major mechanic should be
addressed by bots. I will work with Dreathean to get the Wiki up soon so
that should be a reference for testing strategies.

## Complexity & Impact

Does this change add new decision branches?
- - [ ] No
- - [x] Yes (**explain below**)

Only within the context of strategies, which are basically all new
decision branches, and there are some tweaks here to what is currently
merged.

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

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

I'm sure if you have a large server, with multiple raid groups running
the instance at the same time, the performance impact could be
significant. But I have done my best to limit it, and I think some
notable performance impact is unavoidable with the current framework for
raid strategies.

---

## Defaults & Configuration

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

Only for strategies in the instance.

If this introduces more advanced or AI-heavy logic:
- - [ ] Lightweight mode remains the default
- - [x] More complex behavior is optional and thereby configurable

There should be no impact if co +ssc and nc +ssc are not added to bots.
Because raid strategies are currently not removed after leaving an
instance, players should manually remove them (or reset botAI). This is
a general issue that needs to be addressed with the module.

---

## 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.

GPT-4 because I don't like to use up my premium requests in CoPilot and
I generally like it better than GPT-5 =P

I use LLMs to draft code snippets but do review everything and have
become less-and-less reliant over time. I don't use agent mode, only
ask. For this PR, I had it do the updated version of
AnyRecentCoreInInventory(), which is more complicated than before and
uses indexing for each bot to consider status of only prior bots in the
passing chain. Everything else either I wrote or could have written but
had the AI help and just edited afterward to save time.

---

## 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>
2026-03-13 22:21:37 +01:00
Alex Dcnh
ca19548cc5 Fix transport boarding when master is on a transport (Zep/Boats) (#1830)
Summary
This PR improves Follow related behaviour when the master is on a
transport (zeppelin/boat). It makes follow actions safer and less
disruptive by:

Detecting when the master is on a transport and handling boarding
correctly
Avoiding teleport-under-floor issues by using a small positional offset
when teleporting the bot near the master
Preventing movement conflicts between MoveSpline/MotionMaster and the
transport driver by forcing a MotionMaster cleanup and MoveIdle after
boarding
Clearing movement flags (forward / walking) after boarding so the bot
does not remain in a walking/march state
Next-check delay after boarding to allow the server to update
transport/position state

Before this change, bots get stuck when attempting to board

Fight the server-side transport movement because local
MoveSpline/MotionMaster was still active
Repeatedly attempt movement on every follow tick while already a
passenger, causing jitter and CPU/noise This PR reduces stuck/jitter
cases, avoids conflicting movement commands, and makes boarding more
robust.

**Key changes**
Check master->GetTransport() and handle three main cases:
If bot already passenger of same transport: stabilize (StopMoving,
Clear(true), MoveIdle, StopMovingOnCurrentPos) and set a longer
next-check delay; return false (no new movement in theory).
If bot passenger of another transport: do nothing (avoid conflicting
behaviour).
If bot not a passenger of master transport: teleport bot near master
(with offsets) and call Transport::AddPassenger(bot, true),
then force:

bot->StopMoving()
bot->GetMotionMaster()->Clear(true)
bot->GetMotionMaster()->MoveIdle()

Remove movement flags MOVEMENTFLAG_FORWARD and MOVEMENTFLAG_WALKING
SetNextCheckDelay to random 1000–2500 ms
Log boarding with bot name, transport GUID and coordinates
Preserve earlier follow logic when master is not on a transport

Tests performed
Manual tests on a local server:

Master on boat/zeppelin -> bot teleports to a safe offset position and
becomes a passenger without getting stuck
Bot already passenger on same transport -> bot no longer issues movement
commands and stabilizes
Bot on a different transport -> no boarding attempt for master's
transport (no interference)
Movement flags cleared after boarding; bot stops local movement and does
not fight server transport movement

Now the bots follow their masters in the zeppelins and boats, although
sometimes they move around a bit inside when the zeppelin starts (they
must have smoked something bad).

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-03-13 22:21:17 +01:00
kadeshar
2925f248a6 Workaround for crash related with uninitalized script (#2196)
# Pull Request

Workaround for crashes related with uninitialized new script introduced
in
e74adf550e

---

## Feature Evaluation

---

## How to Test the Changes

- run server with default bots amount without changes and should crashed
- run server with default bots amount with changes and should run
normally

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

Used Copilot Cli to find crash reason.

---

## 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 08:50:01 +01:00
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
kadeshar
79fb3a5bbc - Fixed Oculus drake mounting 2026-02-07 17:53:55 +01:00
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
337 changed files with 14918 additions and 7077 deletions

View File

@@ -2,6 +2,7 @@ name: Enforce test-staging → master
on:
pull_request:
types: [opened, synchronize, reopened, edited]
branches:
- master
- test-staging

View File

@@ -6,10 +6,6 @@ on:
- reopened
- synchronize
- ready_for_review
paths:
- src/**
- "!README.md"
- "!docs/**"
concurrency:
group: "codestyle-cppcheck-${{ github.event.pull_request.number }}"
@@ -22,13 +18,27 @@ jobs:
if: github.event.pull_request.draft == false
steps:
- uses: actions/checkout@v4
- uses: dorny/paths-filter@v3
id: filter
with:
filters: |
cpp:
- 'src/**'
- '!README.md'
- '!docs/**'
- name: Setup python
if: steps.filter.outputs.cpp == 'true'
uses: actions/setup-python@v5
with:
python-version: '3.10'
- name: AzerothCore codestyle
if: steps.filter.outputs.cpp == 'true'
run: python ./apps/codestyle/codestyle-cpp.py
- name: C++ Advanced
if: steps.filter.outputs.cpp == 'true'
run: |
sudo apt update -y
sudo apt install -y cppcheck

View File

@@ -1,124 +1,103 @@
# Pull Request
<!--
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.
Describe what this change does and why it is needed...
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.
## Design Philosophy
Before submitting, make sure your changes aligns with these principles.
-->
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.
## Pull Request Description
<!-- Describe what this change does and why it is needed -->
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
<!--
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:
<!-- 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.
- 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, number of bots, specific configuration).
- Expected behavior and how to verify it.
-->
- 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**)
## 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?
- [ ] No, not at all
- [ ] Minimal impact (**explain below**)
- [ ] Moderate impact (**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**)
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
---
- Does this change add new decision branches or increase maintenance complexity?
- [ ] No
- [ ] Yes (**explain below**)
## 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?
- [ ] No
- [ ] Yes (**list messages in the table**)
| Message key | Default message |
| --------------- | ------------------ |
| | |
| | |
## 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.
We expect contributors to be honest about what they do and do not understand.
-->
Was AI assistance used while working on this change?
- [ ] 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
- - [ ] Stability is not compromised
- - [ ] Performance impact is understood, tested, and acceptable
- - [ ] Added logic complexity is justified and explained
- - [ ] Documentation updated if needed
---
- [ ] Stability is not compromised.
- [ ] Performance impact is understood, tested, and acceptable.
- [ ] Added logic complexity is justified and explained.
- [ ] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
Anything that significantly improves realism at the cost of stability or performance should be carefully discussed
before merging.
<!-- Anything else that's helpful to review or test your pull request. -->

View File

@@ -8,7 +8,7 @@
<div align="center">
<img src="icon.png" alt="Playerbots Icon" width="700px">
<img src="banner.png" alt="Playerbots Banner" width="700px">
</div>
<div align="center">

BIN
banner.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 204 KiB

View File

@@ -192,9 +192,12 @@ AiPlayerbot.AutoInitOnly = 0
# Default: 1.0 (same with the player)
AiPlayerbot.AutoInitEquipLevelLimitRatio = 1.0
# Bot automatically trains spells when talking to trainer
# yes = train all available spells as long as the bot has the money, free = auto trains with no money cost, no = only list spells
AiPlayerbot.AutoTrainSpells = yes
#
# AllowLearnTrainerSpells
# Description: Allow the bot to learn trainers' spells as long as it has the money.
# Default: 1 - (Enabled)
# 0 - (Disabled)
AiPlayerbot.AllowLearnTrainerSpells = 1
#
#
@@ -563,6 +566,47 @@ AiPlayerbot.AutoGearScoreLimit = 0
# Default: food, taxi, and raid are enabled
AiPlayerbot.BotCheats = "food,taxi,raid"
# List of attunement quests (comma-separated list of quest IDs) that are automatically completed for all bots.
# While mod-playerbots does not restore removed attunement requirements, although other mods, such as mod-individual-progression, may do so.
# This is meant to exclude bots from such requirements.
#
# Default:
# Caverns of Time - Part 1
# - 10279, To The Master's Lair
# - 10277, The Caverns of Time
#
# Caverns of Time - Part 2 (Escape from Durnholde Keep)
# - 10282, Old Hillsbrad
# - 10283, Taretha's Diversion
# - 10284, Escape from Durnholde
# - 10285, Return to Andormu
#
# Caverns of Time - Part 2 (The Black Morass)
# - 10296, The Black Morass
# - 10297, The Opening of the Dark Portal
# - 10298, Hero of the Brood
#
# Magister's Terrace Attunement
# - 11481, Crisis at the Sunwell
# - 11482, Duty Calls
# - 11488, Magisters' Terrace
# - 11490, The Scryer's Scryer
# - 11492, Hard to Kill
#
# Serpentshrine Cavern
# - 10901, The Cudgel of Kar'desh
#
# The Eye
# - 10888, Trial of the Naaru: Magtheridon
#
# Mount Hyjal
# - 10445, The Vials of Eternity
#
# Black Temple
# - 10985, A Distraction for Akama
#
AiPlayerbot.AttunementQuests = 10279,10277,10282,10283,10284,10285,10296,10297,10298,11481,11482,11488,11490,11492,10901,10888,10445,10985
#
#
#
@@ -765,6 +809,10 @@ AiPlayerbot.LimitGearExpansion = 1
# Set between 0 (0%) and 1 (100%)
AiPlayerbot.RandomGearLoweringChance = 0
# Unobtainable or unusable items (comma-separated list of item IDs)
# Default: Chilton Wand (12468), Totem of the Earthen Ring (46978)
AiPlayerbot.UnobtainableItems = 12468,46978
# Randombots check player's gearscore level and deny the group invitation if it's too low
# Default: 0 (disabled)
AiPlayerbot.GearScoreCheck = 0
@@ -2182,4 +2230,4 @@ AiPlayerbot.SummonAtInnkeepersEnabled = 1
# 30% more damage, 40% damage reduction (tank bots), increased all resistances, reduced threat for non tank bots, increased threat for tank bots.
# Buffs will be applied on PP, Sindragosa and Lich King
AiPlayerbot.EnableICCBuffs = 1
AiPlayerbot.EnableICCBuffs = 1

View File

@@ -1,9 +0,0 @@
-- Temporarily disables innodb_strict_mode for the session to allow the script to complete even if legacy table definitions contain InnoDB-incompatible attributes
SET SESSION innodb_strict_mode = 0;
-- Change the tables to InnoDB
ALTER TABLE playerbots_guild_names ENGINE=InnoDB;
ALTER TABLE playerbots_names ENGINE=InnoDB;
-- Re-enables innodb_strict_mode
SET SESSION innodb_strict_mode = 1;

File diff suppressed because it is too large Load Diff

View File

@@ -1,18 +0,0 @@
-- Temporarily disables innodb_strict_mode for the session to allow the script to complete even if legacy table definitions contain InnoDB-incompatible attributes
SET SESSION innodb_strict_mode = 0;
-- Change the tables to InnoDB
ALTER TABLE playerbots_dungeon_suggestion_abbrevation ENGINE=InnoDB;
ALTER TABLE playerbots_dungeon_suggestion_definition ENGINE=InnoDB;
ALTER TABLE playerbots_dungeon_suggestion_strategy ENGINE=InnoDB;
ALTER TABLE playerbots_equip_cache ENGINE=InnoDB;
ALTER TABLE playerbots_item_info_cache ENGINE=InnoDB;
ALTER TABLE playerbots_rarity_cache ENGINE=InnoDB;
ALTER TABLE playerbots_rnditem_cache ENGINE=InnoDB;
ALTER TABLE playerbots_tele_cache ENGINE=InnoDB;
ALTER TABLE playerbots_travelnode ENGINE=InnoDB;
ALTER TABLE playerbots_travelnode_link ENGINE=InnoDB;
ALTER TABLE playerbots_travelnode_path ENGINE=InnoDB;
-- Re-enables innodb_strict_mode
SET SESSION innodb_strict_mode = 1;

View File

@@ -4,15 +4,19 @@
-- zhTW, esES, esMX, ruRU)
-- #########################################################
DELETE FROM ai_playerbot_texts WHERE name IN ('pvp_currency', 'pvp_arena_team', 'pvp_no_arena_team');
DELETE FROM ai_playerbot_texts_chance WHERE name IN ('pvp_currency', 'pvp_arena_team', 'pvp_no_arena_team');
-- ---------------------------------------------------------
-- pvp_currency
-- [PVP] Arena points: %arena_points | Honor Points: %honor_points
-- ---------------------------------------------------------
INSERT INTO `ai_playerbot_texts`
(`name`, `text`, `say_type`, `reply_type`,
(`id`, `name`, `text`, `say_type`, `reply_type`,
`text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`,
`text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`)
SELECT
VALUES (
1737,
'pvp_currency',
'[PVP] Arena points: %arena_points | Honor Points: %honor_points',
0, 0,
@@ -31,20 +35,20 @@ SELECT
-- esMX
'[PVP] Puntos de arena: %arena_points | Puntos de honor: %honor_points',
-- ruRU
'[PVP] Очки арены: %arena_points | Очки чести: %honor_points'
WHERE NOT EXISTS (
SELECT 1 FROM `ai_playerbot_texts` WHERE `name` = 'pvp_currency'
);
'[PVP] Очки арены: %arena_points | Очки чести: %honor_points');
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('pvp_currency', 100);
-- ---------------------------------------------------------
-- pvp_arena_team
-- [PVP] %bracket: <%team_name> (rating %team_rating)
-- ---------------------------------------------------------
INSERT INTO `ai_playerbot_texts`
(`name`, `text`, `say_type`, `reply_type`,
(`id`, `name`, `text`, `say_type`, `reply_type`,
`text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`,
`text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`)
SELECT
VALUES (
1738,
'pvp_arena_team',
'[PVP] %bracket: <%team_name> (rating %team_rating)',
0, 0,
@@ -63,20 +67,20 @@ SELECT
-- esMX
'[PVP] %bracket: <%team_name> (índice %team_rating)',
-- ruRU
'[PVP] %bracket: <%team_name> (рейтинг %team_rating)'
WHERE NOT EXISTS (
SELECT 1 FROM `ai_playerbot_texts` WHERE `name` = 'pvp_arena_team'
);
'[PVP] %bracket: <%team_name> (рейтинг %team_rating)');
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('pvp_arena_team', 100);
-- ---------------------------------------------------------
-- pvp_no_arena_team
-- [PVP] I have no Arena Team.
-- ---------------------------------------------------------
INSERT INTO `ai_playerbot_texts`
(`name`, `text`, `say_type`, `reply_type`,
(`id`, `name`, `text`, `say_type`, `reply_type`,
`text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`,
`text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`)
SELECT
VALUES (
1739,
'pvp_no_arena_team',
'[PVP] I have no Arena Team.',
0, 0,
@@ -95,7 +99,6 @@ SELECT
-- esMX
'[PVP] No tengo equipo de arena.',
-- ruRU
'[PVP] У меня нет команды арены.'
WHERE NOT EXISTS (
SELECT 1 FROM `ai_playerbot_texts` WHERE `name` = 'pvp_no_arena_team'
);
'[PVP] У меня нет команды арены.');
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('pvp_no_arena_team', 100);

View File

@@ -0,0 +1 @@
UPDATE `ai_playerbot_texts` SET `text_loc3`='%s, du hörst den triefenden Sarkasmus in meinem text nicht' WHERE `id`=1353;

BIN
icon.png

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After

Width:  |  Height:  |  Size: 125 KiB

View File

@@ -125,6 +125,7 @@ public:
creators["runaway"] = &ActionContext::runaway;
creators["stay"] = &ActionContext::stay;
creators["sit"] = &ActionContext::sit;
creators["aggressive target"] = &ActionContext::aggressive_target;
creators["attack anything"] = &ActionContext::attack_anything;
creators["attack least hp target"] = &ActionContext::attack_least_hp_target;
creators["attack enemy player"] = &ActionContext::attack_enemy_player;
@@ -315,6 +316,7 @@ private:
static Action* suggest_what_to_do(PlayerbotAI* botAI) { return new SuggestWhatToDoAction(botAI); }
static Action* suggest_trade(PlayerbotAI* botAI) { return new SuggestTradeAction(botAI); }
static Action* suggest_dungeon(PlayerbotAI* botAI) { return new SuggestDungeonAction(botAI); }
static Action* aggressive_target(PlayerbotAI* botAI) { return new AggressiveTargetAction(botAI); }
static Action* attack_anything(PlayerbotAI* botAI) { return new AttackAnythingAction(botAI); }
static Action* attack_least_hp_target(PlayerbotAI* botAI) { return new AttackLeastHpTargetAction(botAI); }
static Action* attack_enemy_player(PlayerbotAI* botAI) { return new AttackEnemyPlayerAction(botAI); }

View File

@@ -6,9 +6,9 @@
#include "AcceptBattlegroundInvitationAction.h"
#include "Event.h"
#include "Playerbots.h"
#include "PlayerbotAI.h"
bool AcceptBgInvitationAction::Execute(Event event)
bool AcceptBgInvitationAction::Execute(Event /*event*/)
{
uint8 type = 0; // arenatype if arena
uint8 unk2 = 0; // unk, can be 0x0 (may be if was invited?) and 0x1
@@ -18,9 +18,9 @@ bool AcceptBgInvitationAction::Execute(Event event)
WorldPacket packet(CMSG_BATTLEFIELD_PORT, 20);
packet << type << unk2 << (uint32)bgTypeId_ << unk << action;
// packet << bgTypeId_ << action;
bot->GetSession()->HandleBattleFieldPortOpcode(packet);
botAI->ResetStrategies();
return true;
}

View File

@@ -22,7 +22,7 @@ bool AddLootAction::Execute(Event event)
return AI_VALUE(LootObjectStack*, "available loot")->Add(guid);
}
bool AddAllLootAction::Execute(Event event)
bool AddAllLootAction::Execute(Event /*event*/)
{
bool added = false;

View File

@@ -58,7 +58,7 @@ bool ReachAreaTriggerAction::Execute(Event event)
return true;
}
bool AreaTriggerAction::Execute(Event event)
bool AreaTriggerAction::Execute(Event /*event*/)
{
LastMovement& movement = context->GetValue<LastMovement&>("last area trigger")->Get();

View File

@@ -1,19 +1,20 @@
#include "AutoMaintenanceOnLevelupAction.h"
#include "GuildMgr.h"
#include "SpellMgr.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotFactory.h"
#include "Playerbots.h"
#include "RandomPlayerbotMgr.h"
#include "SharedDefines.h"
#include "BroadcastHelper.h"
bool AutoMaintenanceOnLevelupAction::Execute(Event event)
bool AutoMaintenanceOnLevelupAction::Execute(Event /*event*/)
{
AutoPickTalents();
AutoLearnSpell();
AutoUpgradeEquip();
AutoTeleportForLevel();
return true;
}

View File

@@ -13,9 +13,8 @@
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "PositionValue.h"
#include "UpdateTime.h"
bool BGJoinAction::Execute(Event event)
bool BGJoinAction::Execute(Event /*event*/)
{
uint32 queueType = AI_VALUE(uint32, "bg type");
if (!queueType) // force join to fill bg
@@ -25,8 +24,6 @@ bool BGJoinAction::Execute(Event event)
BattlegroundQueueTypeId queueTypeId = (BattlegroundQueueTypeId)bgList[urand(0, bgList.size() - 1)];
BattlegroundTypeId bgTypeId = BattlegroundMgr::BGTemplateId(queueTypeId);
BattlegroundBracketId bracketId;
bool isArena = false;
bool isRated = false;
Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
@@ -38,12 +35,8 @@ bool BGJoinAction::Execute(Event event)
if (!pvpDiff)
return false;
bracketId = pvpDiff->GetBracketId();
if (ArenaType type = ArenaType(BattlegroundMgr::BGArenaType(queueTypeId)))
{
isArena = true;
std::vector<uint32>::iterator i = find(ratedList.begin(), ratedList.end(), queueTypeId);
if (i != ratedList.end())
isRated = true;
@@ -409,8 +402,6 @@ bool BGJoinAction::JoinQueue(uint32 type)
bracketId = pvpDiff->GetBracketId();
uint32 BracketSize = bg->GetMaxPlayersPerTeam() * 2;
uint32 TeamSize = bg->GetMaxPlayersPerTeam();
TeamId teamId = bot->GetTeamId();
// check if already in queue
@@ -487,8 +478,6 @@ bool BGJoinAction::JoinQueue(uint32 type)
if (isArena)
{
isArena = true;
BracketSize = type * 2;
TeamSize = type;
isRated = botAI->GetAiObjectContext()->GetValue<uint32>("arena type")->Get();
if (joinAsGroup)
@@ -653,7 +642,7 @@ bool FreeBGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battleg
return false;
}
bool BGLeaveAction::Execute(Event event)
bool BGLeaveAction::Execute(Event /*event*/)
{
if (!(bot->InBattlegroundQueue() || bot->InBattleground()))
return false;
@@ -1064,7 +1053,7 @@ bool BGStatusAction::Execute(Event event)
return true;
}
bool BGStatusCheckAction::Execute(Event event)
bool BGStatusCheckAction::Execute(Event /*event*/)
{
if (bot->IsBeingTeleported())
return false;
@@ -1080,7 +1069,7 @@ bool BGStatusCheckAction::Execute(Event event)
bool BGStatusCheckAction::isUseful() { return bot->InBattlegroundQueue(); }
bool BGStrategyCheckAction::Execute(Event event)
bool BGStrategyCheckAction::Execute(Event /*event*/)
{
bool inside_bg = bot->InBattleground() && bot->GetBattleground();
;

View File

@@ -1557,7 +1557,7 @@ bool BGTactics::eyJumpDown()
//
// actual bg tactics below
//
bool BGTactics::Execute(Event event)
bool BGTactics::Execute(Event /*event*/)
{
Battleground* bg = bot->GetBattleground();
if (!bg)
@@ -2497,7 +2497,6 @@ bool BGTactics::selectObjective(bool reset)
EYBotStrategy strategyHorde = static_cast<EYBotStrategy>(GetBotStrategyForTeam(bg, TEAM_HORDE));
EYBotStrategy strategyAlliance = static_cast<EYBotStrategy>(GetBotStrategyForTeam(bg, TEAM_ALLIANCE));
EYBotStrategy strategy = (team == TEAM_ALLIANCE) ? strategyAlliance : strategyHorde;
EYBotStrategy enemyStrategy = (team == TEAM_ALLIANCE) ? strategyHorde : strategyAlliance;
auto IsOwned = [&](uint32 nodeId) -> bool
{ return eyeOfTheStormBG->GetCapturePointInfo(nodeId)._ownerTeamId == team; };
@@ -3231,7 +3230,6 @@ bool BGTactics::selectObjectiveWp(std::vector<BattleBotPath*> const& vPaths)
if (bgType == BATTLEGROUND_RB)
bgType = bg->GetBgTypeID(true);
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()["bg objective"];
if (!pos.isSet())
return false;
@@ -4249,7 +4247,7 @@ bool BGTactics::IsLockedInsideKeep()
return false;
}
bool ArenaTactics::Execute(Event event)
bool ArenaTactics::Execute(Event /*event*/)
{
if (!bot->InBattleground())
{

View File

@@ -18,7 +18,7 @@ bool BossFireResistanceAction::isUseful()
return bossFireResistanceTrigger.IsActive();
}
bool BossFireResistanceAction::Execute(Event event)
bool BossFireResistanceAction::Execute(Event /*event*/)
{
PaladinFireResistanceStrategy paladinFireResistanceStrategy(botAI);
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + paladinFireResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
@@ -32,7 +32,7 @@ bool BossFrostResistanceAction::isUseful()
return bossFrostResistanceTrigger.IsActive();
}
bool BossFrostResistanceAction::Execute(Event event)
bool BossFrostResistanceAction::Execute(Event /*event*/)
{
PaladinFrostResistanceStrategy paladinFrostResistanceStrategy(botAI);
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + paladinFrostResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
@@ -46,7 +46,7 @@ bool BossNatureResistanceAction::isUseful()
return bossNatureResistanceTrigger.IsActive();
}
bool BossNatureResistanceAction::Execute(Event event)
bool BossNatureResistanceAction::Execute(Event /*event*/)
{
HunterNatureResistanceStrategy hunterNatureResistanceStrategy(botAI);
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + hunterNatureResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
@@ -60,7 +60,7 @@ bool BossShadowResistanceAction::isUseful()
return bossShadowResistanceTrigger.IsActive();
}
bool BossShadowResistanceAction::Execute(Event event)
bool BossShadowResistanceAction::Execute(Event /*event*/)
{
PaladinShadowResistanceStrategy paladinShadowResistanceStrategy(botAI);
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + paladinShadowResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);

View File

@@ -175,7 +175,7 @@ bool BuyAction::Execute(Event event)
if (needMoneyFor == NeedMoneyFor::gear)
{
botAI->DoSpecificAction("equip upgrades");
botAI->DoSpecificAction("equip upgrades packet action");
}
}
}
@@ -206,7 +206,7 @@ bool BuyAction::Execute(Event event)
if (usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_EQUIP ||
usage == ITEM_USAGE_BAD_EQUIP || usage == ITEM_USAGE_BROKEN_EQUIP)
{
botAI->DoSpecificAction("equip upgrades");
botAI->DoSpecificAction("equip upgrades packet action");
break;
}
}

View File

@@ -7,12 +7,14 @@
#include "Player.h"
#include "PlayerbotAI.h"
bool CancelChannelAction::Execute(Event event)
bool CancelChannelAction::Execute(Event /*event*/)
{
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{
bot->InterruptSpell(CURRENT_CHANNELED_SPELL);
return true;
}
return false;
}

View File

@@ -334,7 +334,7 @@ bool CastRandomSpellAction::castSpell(uint32 spellId, WorldObject* wo)
return botAI->CastSpell(spellId, wo->GetPositionX(), wo->GetPositionY(), wo->GetPositionZ());
}
bool DisEnchantRandomItemAction::Execute(Event event)
bool DisEnchantRandomItemAction::Execute(Event /*event*/)
{
std::vector<Item*> items =
AI_VALUE2(std::vector<Item*>, "inventory items", "usage " + std::to_string(ITEM_USAGE_DISENCHANT));

View File

@@ -10,9 +10,9 @@
#include "Event.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotFactory.h"
#include "Playerbots.h"
#include "AiObjectContext.h"
#include "Log.h"
#include "RandomPlayerbotMgr.h"
bool ChangeTalentsAction::Execute(Event event)
{
@@ -184,7 +184,7 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// // }
// // }
// return std::move(ret);
// return ret;
// }
// std::vector<TalentPath*> ChangeTalentsAction::getPremadePaths(TalentSpec* oldSpec)
@@ -201,7 +201,7 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// // }
// // }
// return std::move(ret);
// return ret;
// }
// TalentPath* ChangeTalentsAction::getPremadePath(uint32 id)
@@ -368,11 +368,11 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// return nullptr;
// }
bool AutoSetTalentsAction::Execute(Event event)
bool AutoSetTalentsAction::Execute(Event /*event*/)
{
std::ostringstream out;
if (!sPlayerbotAIConfig.autoPickTalents || !sRandomPlayerbotMgr.IsRandomBot(bot))
if (!PlayerbotAIConfig::instance().autoPickTalents || !RandomPlayerbotMgr::instance().IsRandomBot(bot))
return false;
if (bot->GetFreeTalentPoints() <= 0)

View File

@@ -42,7 +42,7 @@ void PositionsResetAction::SetStayPosition(float x, float y, float z)
posMap["stay"] = pos;
}
bool FollowChatShortcutAction::Execute(Event event)
bool FollowChatShortcutAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)
@@ -68,9 +68,7 @@ bool FollowChatShortcutAction::Execute(Event event)
std::string const target = formation->GetTargetName();
bool moved = false;
if (!target.empty())
{
moved = Follow(AI_VALUE(Unit*, target));
}
else
{
WorldLocation loc = formation->GetLocation();
@@ -83,9 +81,7 @@ bool FollowChatShortcutAction::Execute(Event event)
}
if (Pet* pet = bot->GetPet())
{
botAI->PetFollow();
}
if (moved)
{
@@ -116,7 +112,7 @@ bool FollowChatShortcutAction::Execute(Event event)
return true;
}
bool StayChatShortcutAction::Execute(Event event)
bool StayChatShortcutAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)
@@ -133,7 +129,7 @@ bool StayChatShortcutAction::Execute(Event event)
return true;
}
bool MoveFromGroupChatShortcutAction::Execute(Event event)
bool MoveFromGroupChatShortcutAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)
@@ -148,7 +144,7 @@ bool MoveFromGroupChatShortcutAction::Execute(Event event)
return true;
}
bool FleeChatShortcutAction::Execute(Event event)
bool FleeChatShortcutAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)
@@ -171,7 +167,7 @@ bool FleeChatShortcutAction::Execute(Event event)
return true;
}
bool GoawayChatShortcutAction::Execute(Event event)
bool GoawayChatShortcutAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)
@@ -188,7 +184,7 @@ bool GoawayChatShortcutAction::Execute(Event event)
return true;
}
bool GrindChatShortcutAction::Execute(Event event)
bool GrindChatShortcutAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)
@@ -204,7 +200,7 @@ bool GrindChatShortcutAction::Execute(Event event)
return true;
}
bool TankAttackChatShortcutAction::Execute(Event event)
bool TankAttackChatShortcutAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)
@@ -224,7 +220,7 @@ bool TankAttackChatShortcutAction::Execute(Event event)
return true;
}
bool MaxDpsChatShortcutAction::Execute(Event event)
bool MaxDpsChatShortcutAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)
@@ -241,7 +237,21 @@ bool MaxDpsChatShortcutAction::Execute(Event event)
return true;
}
bool BwlChatShortcutAction::Execute(Event event)
bool NaxxChatShortcutAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)
return false;
botAI->Reset();
botAI->ChangeStrategy("+naxx", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+naxx", BOT_STATE_COMBAT);
botAI->TellMasterNoFacing("Add Naxx Strategies!");
// bot->Say("Add Naxx Strategies!", LANG_UNIVERSAL);
return true;
}
bool BwlChatShortcutAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)

View File

@@ -85,6 +85,13 @@ public:
bool Execute(Event event) override;
};
class NaxxChatShortcutAction : public Action
{
public:
NaxxChatShortcutAction(PlayerbotAI* ai) : Action(ai, "naxx chat shortcut") {}
virtual bool Execute(Event event);
};
class BwlChatShortcutAction : public Action
{
public:

View File

@@ -7,9 +7,10 @@
#include "Event.h"
#include "GuildTaskMgr.h"
#include "Playerbots.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotAI.h"
bool CheckMailAction::Execute(Event event)
bool CheckMailAction::Execute(Event /*event*/)
{
WorldPacket p;
bot->GetSession()->HandleQueryNextMailTime(p);
@@ -28,7 +29,7 @@ bool CheckMailAction::Execute(Event event)
continue;
uint32 account = owner->GetSession()->GetAccountId();
if (sPlayerbotAIConfig.IsInRandomAccountList(account))
if (PlayerbotAIConfig::instance().IsInRandomAccountList(account))
continue;
ProcessMail(mail, owner, trans);

View File

@@ -55,63 +55,6 @@ MountData CollectMountData(const Player* bot)
return data;
}
bool CheckMountStateAction::isUseful()
{
// Not useful when:
if (botAI->IsInVehicle() || bot->isDead() || bot->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
!bot->IsOutdoors() || bot->InArena())
return false;
master = GetMaster();
// Get shapeshift states, only applicable when there's a master
if (master)
{
botInShapeshiftForm = bot->GetShapeshiftForm();
masterInShapeshiftForm = master->GetShapeshiftForm();
}
// Not useful when in combat and not currently mounted / travel formed
if ((bot->IsInCombat() || botAI->GetState() == BOT_STATE_COMBAT) &&
!bot->IsMounted() && botInShapeshiftForm != FORM_TRAVEL && botInShapeshiftForm != FORM_FLIGHT && botInShapeshiftForm != FORM_FLIGHT_EPIC)
return false;
// In addition to checking IsOutdoors, also check whether bot is clipping below floor slightly because that will
// cause bot to falsly indicate they are outdoors. This fixes bug where bot tries to mount indoors (which seems
// to mostly be an issue in tunnels of WSG and AV)
float posZ = bot->GetPositionZ();
float groundLevel = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), posZ);
if (!bot->IsMounted() && !bot->HasWaterWalkAura() && posZ < groundLevel)
return false;
// Not useful when bot does not have mount strat and is not currently mounted
if (!GET_PLAYERBOT_AI(bot)->HasStrategy("mount", BOT_STATE_NON_COMBAT) && !bot->IsMounted())
return false;
// Not useful when level lower than minimum required
if (bot->GetLevel() < sPlayerbotAIConfig.useGroundMountAtMinLevel)
return false;
// Allow mounting while transformed only if the form allows it
if (bot->HasAuraType(SPELL_AURA_TRANSFORM) && bot->IsInDisallowedMountForm())
return false;
// BG Logic
if (bot->InBattleground())
{
// Do not use when carrying BG Flags
if (bot->HasAura(BG_WS_SPELL_WARSONG_FLAG) || bot->HasAura(BG_WS_SPELL_SILVERWING_FLAG) || bot->HasAura(BG_EY_NETHERSTORM_FLAG_SPELL))
return false;
// Only mount if BG starts in less than 30 sec
if (Battleground* bg = bot->GetBattleground())
if (bg->GetStatus() == STATUS_WAIT_JOIN && bg->GetStartDelayTime() > BG_START_DELAY_30S)
return false;
}
return true;
}
bool CheckMountStateAction::Execute(Event /*event*/)
{
// Determine if there are no attackers
@@ -182,6 +125,63 @@ bool CheckMountStateAction::Execute(Event /*event*/)
return false;
}
bool CheckMountStateAction::isUseful()
{
// Not useful when:
if (botAI->IsInVehicle() || bot->isDead() || bot->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
!bot->IsOutdoors() || bot->InArena())
return false;
master = GetMaster();
// Get shapeshift states, only applicable when there's a master
if (master)
{
botInShapeshiftForm = bot->GetShapeshiftForm();
masterInShapeshiftForm = master->GetShapeshiftForm();
}
// Not useful when in combat and not currently mounted / travel formed
if ((bot->IsInCombat() || botAI->GetState() == BOT_STATE_COMBAT) &&
!bot->IsMounted() && botInShapeshiftForm != FORM_TRAVEL && botInShapeshiftForm != FORM_FLIGHT && botInShapeshiftForm != FORM_FLIGHT_EPIC)
return false;
// In addition to checking IsOutdoors, also check whether bot is clipping below floor slightly because that will
// cause bot to falsly indicate they are outdoors. This fixes bug where bot tries to mount indoors (which seems
// to mostly be an issue in tunnels of WSG and AV)
float posZ = bot->GetPositionZ();
float groundLevel = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), posZ);
if (!bot->IsMounted() && !bot->HasWaterWalkAura() && posZ < groundLevel)
return false;
// Not useful when bot does not have mount strat and is not currently mounted
if (!GET_PLAYERBOT_AI(bot)->HasStrategy("mount", BOT_STATE_NON_COMBAT) && !bot->IsMounted())
return false;
// Not useful when level lower than minimum required
if (bot->GetLevel() < sPlayerbotAIConfig.useGroundMountAtMinLevel)
return false;
// Allow mounting while transformed only if the form allows it
if (bot->HasAuraType(SPELL_AURA_TRANSFORM) && bot->IsInDisallowedMountForm())
return false;
// BG Logic
if (bot->InBattleground())
{
// Do not use when carrying BG Flags
if (bot->HasAura(BG_WS_SPELL_WARSONG_FLAG) || bot->HasAura(BG_WS_SPELL_SILVERWING_FLAG) || bot->HasAura(BG_EY_NETHERSTORM_FLAG_SPELL))
return false;
// Only mount if BG starts in less than 30 sec
if (Battleground* bg = bot->GetBattleground())
if (bg->GetStatus() == STATUS_WAIT_JOIN && bg->GetStartDelayTime() > BG_START_DELAY_30S)
return false;
}
return true;
}
bool CheckMountStateAction::Mount()
{
// Remove current Shapeshift if need be

View File

@@ -6,12 +6,15 @@
#include "CheckValuesAction.h"
#include "Event.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "PlayerbotAI.h"
#include "TravelNode.h"
#include "AiObjectContext.h"
CheckValuesAction::CheckValuesAction(PlayerbotAI* botAI) : Action(botAI, "check values") {}
bool CheckValuesAction::Execute(Event event)
bool CheckValuesAction::Execute(Event /*event*/)
{
if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
{

View File

@@ -6,7 +6,6 @@
#include <random>
#include "ChooseRpgTargetAction.h"
#include "BattlegroundMgr.h"
#include "BudgetValues.h"
#include "ChatHelper.h"
#include "Event.h"
@@ -14,7 +13,6 @@
#include "GuildCreateActions.h"
#include "Playerbots.h"
#include "RpgSubActions.h"
#include "Util.h"
#include "ServerFacade.h"
#include "PossibleRpgTargetsValue.h"
@@ -112,9 +110,8 @@ float ChooseRpgTargetAction::getMaxRelevance(GuidPosition guidP)
return floor((maxRelevance - 1.0) * 1000.0f);
}
bool ChooseRpgTargetAction::Execute(Event event)
bool ChooseRpgTargetAction::Execute(Event /*event*/)
{
//TravelTarget* travelTarget = AI_VALUE(TravelTarget*, "travel target"); //not used, line marked for removal.
Player* master = botAI->GetMaster();
GuidPosition masterRpgTarget;
if (master && master != bot && GET_PLAYERBOT_AI(master) && master->GetMapId() == bot->GetMapId() && !master->IsBeingTeleported())
@@ -126,7 +123,6 @@ bool ChooseRpgTargetAction::Execute(Event event)
master = nullptr;
std::unordered_map<ObjectGuid, uint32> targets;
// uint32 num = 0; //not used, line marked for removal.
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets");
GuidVector possibleObjects = AI_VALUE(GuidVector, "nearest game objects no los");
GuidVector possiblePlayers = AI_VALUE(GuidVector, "nearest friendly players");
@@ -320,7 +316,7 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
inDungeon = true;
if (realMaster && realMaster->IsInWorld() && realMaster->GetMap()->IsDungeon() &&
(realMaster->GetMapId() != pos.getMapId()))
(realMaster->GetMapId() != pos.GetMapId()))
return false;
}
@@ -334,7 +330,7 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
return false;
Formation* formation = AI_VALUE(Formation*, "formation");
float distance = groupLeader->GetDistance2d(pos.getX(), pos.getY());
float distance = groupLeader->GetDistance2d(pos.GetPositionX(), pos.GetPositionY());
if (!botAI->HasActivePlayerMaster() && distance < 50.0f)
{

View File

@@ -30,38 +30,15 @@ bool AttackEnemyFlagCarrierAction::isUseful()
PlayerHasFlag::IsCapturingFlag(bot);
}
bool AttackAnythingAction::isUseful()
bool AggressiveTargetAction::isUseful()
{
if (!bot || !botAI) // Prevents invalid accesses
return false;
if (!botAI->AllowActivity(GRIND_ACTIVITY)) // Bot cannot be active
return false;
if (botAI->HasStrategy("stay", BOT_STATE_NON_COMBAT))
return false;
if (bot->IsInCombat())
return false;
Unit* target = GetTarget();
if (!target || !target->IsInWorld()) // Checks if the target is valid and in the world
return false;
std::string const name = std::string(target->GetName());
if (!name.empty() &&
(name.find("Dummy") != std::string::npos ||
name.find("Charge Target") != std::string::npos ||
name.find("Melee Target") != std::string::npos ||
name.find("Ranged Target") != std::string::npos))
{
return false;
}
return true;
}
bool DropTargetAction::Execute(Event event)
bool DropTargetAction::Execute(Event /*event*/)
{
Unit* target = context->GetValue<Unit*>("current target")->Get();
if (target && target->isDead())
@@ -127,7 +104,38 @@ bool AttackAnythingAction::Execute(Event event)
return result;
}
bool AttackAnythingAction::isPossible() { return AttackAction::isPossible() && GetTarget(); }
bool AttackAnythingAction::isUseful()
{
if (!bot || !botAI) // Prevents invalid accesses
return false;
if (!botAI->AllowActivity(GRIND_ACTIVITY)) // Bot cannot be active
return false;
if (botAI->HasStrategy("stay", BOT_STATE_NON_COMBAT))
return false;
if (bot->IsInCombat())
return false;
Unit* target = GetTarget();
if (!target || !target->IsInWorld()) // Checks if the target is valid and in the world
return false;
std::string const name = std::string(target->GetName());
if (!name.empty() &&
(name.find("Dummy") != std::string::npos ||
name.find("Charge Target") != std::string::npos ||
name.find("Melee Target") != std::string::npos ||
name.find("Ranged Target") != std::string::npos))
{
return false;
}
return true;
}
bool AttackAnythingAction::isPossible() { return GetTarget() && AttackAction::isPossible(); }
bool DpsAssistAction::isUseful()
{
@@ -137,7 +145,7 @@ bool DpsAssistAction::isUseful()
return true;
}
bool AttackRtiTargetAction::Execute(Event event)
bool AttackRtiTargetAction::Execute(Event /*event*/)
{
Unit* rtiTarget = AI_VALUE(Unit*, "rti target");

View File

@@ -35,6 +35,15 @@ public:
std::string const GetTargetName() override { return "tank target"; }
};
class AggressiveTargetAction : public AttackAction
{
public:
AggressiveTargetAction(PlayerbotAI* botAI) : AttackAction(botAI, "aggressive target") {}
std::string const GetTargetName() override { return "aggressive target"; }
bool isUseful() override;
};
class AttackAnythingAction : public AttackAction
{
public:

View File

@@ -9,7 +9,7 @@
#include "LootObjectStack.h"
#include "Playerbots.h"
bool ChooseTravelTargetAction::Execute(Event event)
bool ChooseTravelTargetAction::Execute(Event /*event*/)
{
// Player* requester = event.getOwner() ? event.getOwner() : GetMaster(); //not used, line marked for removal.
@@ -232,15 +232,6 @@ void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, Trave
QuestTravelDestination* QuestDestination = (QuestTravelDestination*)destination;
Quest const* quest = QuestDestination->GetQuestTemplate();
WorldPosition botLocation(bot);
CreatureTemplate const* cInfo = nullptr;
GameObjectTemplate const* gInfo = nullptr;
if (destination->getEntry() > 0)
cInfo = sObjectMgr->GetCreatureTemplate(destination->getEntry());
else
gInfo = sObjectMgr->GetGameObjectTemplate(destination->getEntry() * -1);
std::string Sub;
if (newTarget->isGroupCopy())
@@ -823,10 +814,6 @@ char* strstri(char const* haystack, char const* needle);
TravelDestination* ChooseTravelTargetAction::FindDestination(Player* bot, std::string const name, bool zones, bool npcs, bool quests, bool mobs, bool bosses)
{
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
// AiObjectContext* context = botAI->GetAiObjectContext(); //not used, line marked for removal.
std::vector<TravelDestination*> dests;
//Quests

View File

@@ -7,7 +7,11 @@
#include "ChooseTravelTargetAction.h"
#include "MapMgr.h"
#include "Playerbots.h"
#include "TravelMgr.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "SpellMgr.h"
#include "Spell.h"
bool DebugAction::Execute(Event event)
{
@@ -28,8 +32,8 @@ bool DebugAction::Execute(Event event)
uint32 areaId = 0;
uint32 zoneId = 0;
sMapMgr->GetZoneAndAreaId(PHASEMASK_NORMAL, zoneId, areaId, pos.getMapId(), pos.getX(), pos.getY(),
pos.getZ());
sMapMgr->GetZoneAndAreaId(PHASEMASK_NORMAL, zoneId, areaId, pos.GetMapId(), pos.GetPositionX(), pos.GetPositionY(),
pos.GetPositionZ());
std::ostringstream out;
out << zoneId << "," << areaId << "," << (pos.getAreaName().empty() ? "none" : pos.getAreaName()) << ",";
@@ -298,7 +302,7 @@ bool DebugAction::Execute(Event event)
for (auto p : ppath)
{
Creature* wpCreature =
bot->SummonCreature(1, p.getX(), p.getY(), p.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 20000.0f);
bot->SummonCreature(1, p.GetPositionX(), p.GetPositionY(), p.GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 20000.0f);
// addAura(246, wpCreature);
units.push_back(wpCreature->GetGUID());
@@ -325,11 +329,11 @@ bool DebugAction::Execute(Event event)
WorldPosition botPos(bot);
WorldPosition botPos1 = botPos;
botPos.setX(botPos.getX() + cos(ang) * dist);
botPos.setY(botPos.getY() + sin(ang) * dist);
botPos.setX(botPos.GetPositionX() + cos(ang) * dist);
botPos.setY(botPos.GetPositionY() + sin(ang) * dist);
botPos.setZ(botPos.getHeight() + 2);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
Creature* wpCreature = bot->SummonCreature(2334, botPos.GetPositionX(), botPos.GetPositionY(), botPos.GetPositionZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
FakeSpell(spellEffect, wpCreature, wpCreature, prev->GetGUID(), {}, {}, botPos, botPos);
@@ -352,11 +356,11 @@ bool DebugAction::Execute(Event event)
WorldPosition botPos(bot);
WorldPosition botPos1 = botPos;
botPos.setX(botPos.getX() + cos(ang) * dist);
botPos.setY(botPos.getY() + sin(ang) * dist);
botPos.setX(botPos.GetPositionX() + cos(ang) * dist);
botPos.setY(botPos.GetPositionY() + sin(ang) * dist);
botPos.setZ(botPos.getHeight() + 2);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
Creature* wpCreature = bot->SummonCreature(2334, botPos.GetPositionX(), botPos.GetPositionY(), botPos.GetPositionZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
if (wpCreature)
@@ -383,11 +387,11 @@ bool DebugAction::Execute(Event event)
WorldPosition botPos(bot);
WorldPosition botPos1 = botPos;
botPos.setX(botPos.getX() + cos(ang) * dist);
botPos.setY(botPos.getY() + sin(ang) * dist);
botPos.setX(botPos.GetPositionX() + cos(ang) * dist);
botPos.setY(botPos.GetPositionY() + sin(ang) * dist);
botPos.setZ(botPos.getHeight() + 2);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
Creature* wpCreature = bot->SummonCreature(2334, botPos.GetPositionX(), botPos.GetPositionY(), botPos.GetPositionZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 5000.0f + i * 100.0f);
wpCreature->SetObjectScale(0.5f);
@@ -411,11 +415,11 @@ bool DebugAction::Execute(Event event)
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + cos(ang) * dist);
botPos.setY(botPos.getY() + sin(ang) * dist);
botPos.setX(botPos.GetPositionX() + cos(ang) * dist);
botPos.setY(botPos.GetPositionY() + sin(ang) * dist);
botPos.setZ(botPos.getHeight() + 2);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
Creature* wpCreature = bot->SummonCreature(2334, botPos.GetPositionX(), botPos.GetPositionY(), botPos.GetPositionZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
units.push_back(wpCreature->GetGUID());
@@ -480,13 +484,13 @@ bool DebugAction::Execute(Event event)
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setX(botPos.GetPositionX() + (dx - 5) * 5);
botPos.setY(botPos.GetPositionY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature =
bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.getX(), botPos.getY(),
botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.GetPositionX(), botPos.GetPositionY(),
botPos.GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
if (wpCreature)
{
@@ -512,12 +516,12 @@ bool DebugAction::Execute(Event event)
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setX(botPos.GetPositionX() + (dx - 5) * 5);
botPos.setY(botPos.GetPositionY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature = bot->SummonCreature(effect, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
bot->SummonCreature(effect, botPos.GetPositionX(), botPos.GetPositionY(), botPos.GetPositionZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
}
}
return true;
@@ -532,8 +536,8 @@ bool DebugAction::Execute(Event event)
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setX(botPos.GetPositionX() + (dx - 5) * 5);
botPos.setY(botPos.GetPositionY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
FakeSpell(effect, bot, nullptr, ObjectGuid::Empty, {}, {}, botPos, botPos, true);
@@ -552,11 +556,11 @@ bool DebugAction::Execute(Event event)
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setX(botPos.GetPositionX() + (dx - 5) * 5);
botPos.setY(botPos.GetPositionY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
Creature* wpCreature = bot->SummonCreature(2334, botPos.GetPositionX(), botPos.GetPositionY(), botPos.GetPositionZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
if (wpCreature)
@@ -568,7 +572,7 @@ bool DebugAction::Execute(Event event)
// wpCreature->SendMessageToSet(&data, true);
datMap.push_back(data);
// wpCreature->MonsterMoveWithSpeed(botPos.getX(), botPos.getY() + 80, botPos.getZ(), 8.0f, true,
// wpCreature->MonsterMoveWithSpeed(botPos.GetPositionX(), botPos.GetPositionY() + 80, botPos.GetPositionZ(), 8.0f, true,
// true);
}
}
@@ -600,13 +604,13 @@ bool DebugAction::Execute(Event event)
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setX(botPos.GetPositionX() + (dx - 5) * 5);
botPos.setY(botPos.GetPositionY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature =
bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.getX(), botPos.getY(),
botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.GetPositionX(), botPos.GetPositionY(),
botPos.GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
if (wpCreature)
{
@@ -646,12 +650,12 @@ bool DebugAction::Execute(Event event)
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setX(botPos.GetPositionX() + (dx - 5) * 5);
botPos.setY(botPos.GetPositionY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
wpCreature = bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.getX(),
botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
wpCreature = bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.GetPositionX(),
botPos.GetPositionY(), botPos.GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
if (wpCreature && lCreature)
{
@@ -675,11 +679,11 @@ bool DebugAction::Execute(Event event)
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setX(botPos.GetPositionX() + (dx - 5) * 5);
botPos.setY(botPos.GetPositionY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
wpCreature = bot->SummonCreature(2334, botPos.GetPositionX(), botPos.GetPositionY(), botPos.GetPositionZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
if (wpCreature)
@@ -708,11 +712,11 @@ bool DebugAction::Execute(Event event)
{
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setX(botPos.GetPositionX() + (dx - 5) * 5);
botPos.setY(botPos.GetPositionY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
Creature* wpCreature = bot->SummonCreature(2334, botPos.GetPositionX(), botPos.GetPositionY(), botPos.GetPositionZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
all_targets.push_back(wpCreature->GetGUID());
@@ -788,11 +792,11 @@ bool DebugAction::Execute(Event event)
{
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setX(botPos.GetPositionX() + (dx - 5) * 5);
botPos.setY(botPos.GetPositionY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
Creature* wpCreature = bot->SummonCreature(2334, botPos.GetPositionX(), botPos.GetPositionY(), botPos.GetPositionZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
all_targets.push_back(wpCreature->GetGUID());
@@ -868,13 +872,13 @@ bool DebugAction::Execute(Event event)
uint32 effect = dx + dy * 10 + soundEffects * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setX(botPos.GetPositionX() + (dx - 5) * 5);
botPos.setY(botPos.GetPositionY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature =
bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.getX(), botPos.getY(),
botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.GetPositionX(), botPos.GetPositionY(),
botPos.GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
wpCreature->PlayDistanceSound(effect);
}
@@ -964,7 +968,7 @@ void DebugAction::FakeSpell(uint32 spellId, Unit* truecaster, Unit* caster, Obje
m_targets.SetDst(dest);
if ((spellInfo && spellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION) || forceDest)
m_targets.SetSrc(source.getX(), source.getY(), source.getZ());
m_targets.SetSrc(source.GetPositionX(), source.GetPositionY(), source.GetPositionZ());
if (!forceDest && target)
if (!spellInfo ||

View File

@@ -6,15 +6,19 @@
#include "DelayAction.h"
#include "Event.h"
#include "Playerbots.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
bool DelayAction::Execute(Event event)
bool DelayAction::Execute(Event /*event*/)
{
uint32 delay = sPlayerbotAIConfig.passiveDelay + sPlayerbotAIConfig.globalCoolDown;
const uint32 delay = PlayerbotAIConfig::instance().passiveDelay + PlayerbotAIConfig::instance().globalCoolDown;
botAI->SetNextCheckDelay(delay);
return true;
}
bool DelayAction::isUseful() { return !botAI->AllowActivity(ALL_ACTIVITY); }
bool DelayAction::isUseful()
{
return !botAI->AllowActivity(ALL_ACTIVITY);
}

View File

@@ -39,7 +39,7 @@ void DestroyItemAction::DestroyItem(FindItemVisitor* visitor)
bool SmartDestroyItemAction::isUseful() { return !botAI->HasActivePlayerMaster(); }
bool SmartDestroyItemAction::Execute(Event event)
bool SmartDestroyItemAction::Execute(Event /*event*/)
{
uint8 bagSpace = AI_VALUE(uint8, "bag space");

View File

@@ -6,7 +6,6 @@
#include "EmoteAction.h"
#include "Event.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "ServerFacade.h"
@@ -787,7 +786,7 @@ bool EmoteAction::isUseful()
return time(nullptr) >= lastEmote;
}
bool TalkAction::Execute(Event event)
bool TalkAction::Execute(Event /*event*/)
{
Unit* target = botAI->GetUnit(AI_VALUE(ObjectGuid, "talk target"));
if (!target)

View File

@@ -85,8 +85,8 @@ void EquipAction::EquipItem(Item* item)
if (itemProto->Class == ITEM_CLASS_CONTAINER)
{
// Attempt to equip as a bag
Bag* pBag = reinterpret_cast<Bag*>(item);
uint8 newBagSlot = GetSmallestBagSlot();
if (newBagSlot > 0)
{
uint16 src = ((bagIndex << 8) | slot);
@@ -364,12 +364,12 @@ ItemIds EquipAction::SelectInventoryItemsToEquip()
return items;
}
bool EquipUpgradesTriggeredAction::Execute(Event event)
bool EquipUpgradesPacketAction::Execute(Event event)
{
if (!sPlayerbotAIConfig.autoEquipUpgradeLoot && !sRandomPlayerbotMgr.IsRandomBot(bot))
return false;
if (event.GetSource() == "trade status")
std::string const source = event.GetSource();
if (source == "trade status")
{
WorldPacket p(event.getPacket());
p.rpos(0);
@@ -380,7 +380,7 @@ bool EquipUpgradesTriggeredAction::Execute(Event event)
return false;
}
if (event.GetSource() == "item push result")
else if (source == "item push result")
{
WorldPacket p(event.getPacket());
p.rpos(0);
@@ -406,7 +406,7 @@ bool EquipUpgradesTriggeredAction::Execute(Event event)
return true;
}
bool EquipUpgradeAction::Execute(Event event)
bool EquipUpgradeAction::Execute(Event /*event*/)
{
ItemIds items = SelectInventoryItemsToEquip();
EquipItems(items);

View File

@@ -29,10 +29,10 @@ private:
void EquipItem(Item* item);
};
class EquipUpgradesTriggeredAction : public EquipAction
class EquipUpgradesPacketAction : public EquipAction
{
public:
explicit EquipUpgradesTriggeredAction(PlayerbotAI* botAI, std::string const name = "equip upgrades") : EquipAction(botAI, name) {}
explicit EquipUpgradesPacketAction(PlayerbotAI* botAI, std::string const name = "equip upgrades packet action") : EquipAction(botAI, name) {}
bool Execute(Event event) override;
};

View File

@@ -246,7 +246,7 @@ WorldPosition FindFishingHole(PlayerbotAI* botAI)
return WorldPosition();
}
bool MoveNearWaterAction::Execute(Event event)
bool MoveNearWaterAction::Execute(Event /*event*/)
{
WorldPosition landSpot = AI_VALUE(WorldPosition, "fishing spot");
if (landSpot.IsValid())
@@ -262,7 +262,7 @@ bool MoveNearWaterAction::isUseful()
FishingSpotValue* fishingSpotValueObject = (FishingSpotValue*)context->GetValue<WorldPosition>("fishing spot");
WorldPosition pos = fishingSpotValueObject->Get();
return !pos.IsValid() || fishingSpotValueObject->IsStale(FISHING_LOCATION_TIMEOUT) ||
bot->GetExactDist(&pos) < 0.1f;
bot->GetExactDist(&pos) > 0.1f;
}
@@ -292,7 +292,6 @@ bool MoveNearWaterAction::isPossible()
// Water spot is out of range, lets look for a spot to move to for the fishing hole.
if (distance > MAX_DISTANCE_TO_WATER || distance < MIN_DISTANCE_TO_WATER)
{
float angle = bot->GetAngle(fishingHole.GetPositionX(), fishingHole.GetPositionY());
WorldPosition landSpot = FindLandRadialFromPosition(botAI, fishingHole, MIN_DISTANCE_TO_WATER, MAX_DISTANCE_TO_WATER, SEARCH_INCREMENT, fishingSearchWindow, 32);
if (landSpot.IsValid())
{
@@ -323,7 +322,6 @@ bool MoveNearWaterAction::isPossible()
if (!water.IsValid())
return false;
bool hasLOS = bot->IsWithinLOS(water.GetPositionX(), water.GetPositionY(), water.GetPositionZ());
float angle = bot->GetAngle(water.GetPositionX(), water.GetPositionY());
WorldPosition landSpot =
FindLandFromPosition(botAI, 0.0f, MAX_DISTANCE_TO_WATER, 1.0f, angle, water, fishingSearchWindow, false);
@@ -336,7 +334,7 @@ bool MoveNearWaterAction::isPossible()
return false;
}
bool EquipFishingPoleAction::Execute(Event event)
bool EquipFishingPoleAction::Execute(Event /*event*/)
{
if (!_pole)
return false;
@@ -463,7 +461,7 @@ bool UseBobberAction::isUseful()
return AI_VALUE(bool, "can use fishing bobber");
}
bool UseBobberAction::Execute(Event event)
bool UseBobberAction::Execute(Event /*event*/)
{
GuidVector gos = AI_VALUE(GuidVector, "nearest game objects no los");
for (auto const& guid : gos)
@@ -485,7 +483,7 @@ bool UseBobberAction::Execute(Event event)
return false;
}
bool EndMasterFishingAction::Execute(Event event)
bool EndMasterFishingAction::Execute(Event /*event*/)
{
botAI->ChangeStrategy("-master fishing", BOT_STATE_NON_COMBAT);
return true;
@@ -503,7 +501,7 @@ bool EndMasterFishingAction::isUseful()
return !nearWater.IsValid();
}
bool RemoveBobberStrategyAction::Execute(Event event)
bool RemoveBobberStrategyAction::Execute(Event /*event*/)
{
botAI->ChangeStrategy("-use bobber", BOT_STATE_NON_COMBAT);
return true;

View File

@@ -7,22 +7,24 @@
#define _PLAYERBOT_FISHINGACTION_H
#include "Action.h"
#include "MovementActions.h"
#include "Event.h"
#include "MovementActions.h"
#include "Playerbots.h"
extern const uint32 FISHING_SPELL;
extern const uint32 FISHING_POLE;
extern const uint32 FISHING_BOBBER;
WorldPosition FindWaterRadial(Player* bot, float x, float y, float z, Map* map, uint32 phaseMask, float minDistance, float maxDistance, float increment, bool checkLOS=false, int numDirections = 16);
WorldPosition FindWaterRadial(Player* bot, float x, float y, float z, Map* map, uint32 phaseMask, float minDistance,
float maxDistance, float increment, bool checkLOS = false, int numDirections = 16);
class PlayerbotAI;
class FishingAction : public Action
{
public:
FishingAction(PlayerbotAI* botAI) : Action(botAI, "go fishing"){}
FishingAction(PlayerbotAI* botAI) : Action(botAI, "go fishing") {}
bool Execute(Event event) override;
bool isUseful() override;
};
@@ -31,8 +33,10 @@ class EquipFishingPoleAction : public Action
{
public:
EquipFishingPoleAction(PlayerbotAI* botAI) : Action(botAI, "equip fishing pole") {}
bool Execute(Event event) override;
bool isUseful() override;
private:
Item* _pole = nullptr;
};
@@ -40,7 +44,8 @@ private:
class MoveNearWaterAction : public MovementAction
{
public:
MoveNearWaterAction(PlayerbotAI* botAI): MovementAction(botAI, "move near water") {}
MoveNearWaterAction(PlayerbotAI* botAI) : MovementAction(botAI, "move near water") {}
bool Execute(Event event) override;
bool isUseful() override;
bool isPossible() override;
@@ -50,6 +55,7 @@ class UseBobberAction : public Action
{
public:
UseBobberAction(PlayerbotAI* botAI) : Action(botAI, "use fishing bobber") {}
bool Execute(Event event) override;
bool isUseful() override;
};
@@ -58,6 +64,7 @@ class EndMasterFishingAction : public Action
{
public:
EndMasterFishingAction(PlayerbotAI* botAI) : Action(botAI, "end master fishing") {}
bool Execute(Event event) override;
bool isUseful() override;
};
@@ -66,6 +73,8 @@ class RemoveBobberStrategyAction : public Action
{
public:
RemoveBobberStrategyAction(PlayerbotAI* botAI) : Action(botAI, "remove bobber strategy") {}
bool Execute(Event event) override;
};
#endif

View File

@@ -5,21 +5,211 @@
#include "FollowActions.h"
#include <cstddef>
#include <algorithm>
#include <cmath>
#include <array>
#include "Event.h"
#include "Formations.h"
#include "LastMovementValue.h"
#include "MotionMaster.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "SharedDefines.h"
#include "Transport.h"
#include "Map.h"
bool FollowAction::Execute(Event event)
namespace
{
Transport* GetTransportForPosTolerant(Map* map, WorldObject* ref, uint32 phaseMask, float x, float y, float z)
{
if (!map || !ref)
return nullptr;
std::array<float, 4> const probes = { z, z + 0.5f, z + 1.5f, z - 0.5f };
for (float const pz : probes)
{
if (Transport* t = map->GetTransportForPos(phaseMask, x, y, pz, ref))
return t;
}
return nullptr;
}
// Attempts to find a point on the leader's transport that is closer to the bot,
// by probing along the segment from master -> bot and returning the last point
// that is still detected as being on the expected transport.
bool FindBoardingPointOnTransport(Map* map, Transport* expectedTransport, WorldObject* ref,
float masterX, float masterY, float masterZ,
float botX, float botY, float botZ,
float& outX, float& outY, float& outZ)
{
if (!map || !expectedTransport || !ref)
return false;
uint32 const phaseMask = ref->GetPhaseMask();
// Ensure master is actually detected on that transport (tolerant).
if (GetTransportForPosTolerant(map, ref, phaseMask, masterX, masterY, masterZ) != expectedTransport)
return false;
// The raycast in GetTransportForPos starts at (z + 2). Probe with a safe Z.
float const probeZ = std::max(masterZ, botZ);
// Adaptive step count: small platforms need tighter sampling.
float const dx2 = botX - masterX;
float const dy2 = botY - masterY;
float const dist2d = std::sqrt(dx2 * dx2 + dy2 * dy2);
int32 const steps = std::clamp(static_cast<int32>(dist2d / 0.75f), 10, 28);
float const dx = (botX - masterX) / static_cast<float>(steps);
float const dy = (botY - masterY) / static_cast<float>(steps);
// Master must actually be on the expected transport for this to work.
if (map->GetTransportForPos(ref->GetPhaseMask(), masterX, masterY, probeZ, ref) != expectedTransport)
return false;
float lastX = masterX;
float lastY = masterY;
bool found = false;
for (int32 i = 1; i <= steps; ++i)
{
float const px = masterX + dx * i;
float const py = masterY + dy * i;
Transport* const t = GetTransportForPosTolerant(map, ref, phaseMask, px, py, probeZ);
if (t != expectedTransport)
break;
lastX = px;
lastY = py;
found = true;
}
if (!found)
return false;
outX = lastX;
outY = lastY;
outZ = masterZ; // keep deck-level Z to encourage stepping onto the platform/boat
return true;
}
}
bool FollowAction::Execute(Event /*event*/)
{
Formation* formation = AI_VALUE(Formation*, "formation");
std::string const target = formation->GetTargetName();
// Transport handling for moving transports only (boats/zeppelins).
Player* master = botAI->GetMaster();
if (master && master->IsInWorld() && bot->IsInWorld() && bot->GetMapId() == master->GetMapId())
{
Map* map = master->GetMap();
uint32 const mapId = bot->GetMapId();
Transport* transport = nullptr;
bool masterOnTransport = false;
if (master->GetTransport())
{
transport = master->GetTransport();
masterOnTransport = true;
}
else if (map)
{
transport = GetTransportForPosTolerant(map, master, master->GetPhaseMask(),
master->GetPositionX(), master->GetPositionY(), master->GetPositionZ());
masterOnTransport = (transport != nullptr);
}
// Ignore static transports (elevators/trams): only keep boats/zeppelins here.
if (transport && transport->IsStaticTransport())
transport = nullptr;
if (transport && map && bot->GetTransport() != transport)
{
float const botProbeZ = std::max(bot->GetPositionZ(), transport->GetPositionZ());
Transport* botSurfaceTransport = GetTransportForPosTolerant(map, bot, bot->GetPhaseMask(),
bot->GetPositionX(), bot->GetPositionY(), botProbeZ);
if (botSurfaceTransport == transport)
{
transport->AddPassenger(bot, true);
bot->StopMovingOnCurrentPos();
return true;
}
float const boardingAssistDistance = 60.0f;
float const dist2d = ServerFacade::instance().GetDistance2d(bot, master);
bool const inAssist = ServerFacade::instance().IsDistanceLessOrEqualThan(dist2d, boardingAssistDistance);
if (inAssist)
{
float destX = masterOnTransport ? master->GetPositionX() : transport->GetPositionX();
float destY = masterOnTransport ? master->GetPositionY() : transport->GetPositionY();
float destZ = masterOnTransport ? master->GetPositionZ() : transport->GetPositionZ();
float edgeX = 0.0f;
float edgeY = 0.0f;
float edgeZ = 0.0f;
if (masterOnTransport &&
FindBoardingPointOnTransport(map, transport, master,
master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(),
bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
edgeX, edgeY, edgeZ))
{
destX = edgeX;
destY = edgeY;
destZ = edgeZ;
}
MovementPriority const priority = botAI->GetState() == BOT_STATE_COMBAT
? MovementPriority::MOVEMENT_COMBAT
: MovementPriority::MOVEMENT_NORMAL;
bool const movingAllowed = IsMovingAllowed(mapId, destX, destY, destZ);
bool const dupMove = IsDuplicateMove(mapId, destX, destY, destZ);
bool const waiting = IsWaitingForLastMove(priority);
if (movingAllowed && !dupMove && !waiting)
{
if (bot->IsSitState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
if (bot->IsNonMeleeSpellCast(true))
{
bot->CastStop();
botAI->InterruptSpell();
}
if (MotionMaster* mm = bot->GetMotionMaster())
{
mm->MovePoint(
/*id*/ 0,
/*coords*/ destX, destY, destZ,
/*forcedMovement*/ FORCED_MOVEMENT_NONE,
/*speed*/ 0.0f,
/*orientation*/ 0.0f,
/*generatePath*/ false,
/*forceDestination*/ false);
}
else
return false;
float delay = 1000.0f * MoveDelay(bot->GetExactDist(destX, destY, destZ));
delay = std::clamp(delay, 0.0f, static_cast<float>(sPlayerbotAIConfig.maxWaitForMove));
AI_VALUE(LastMovement&, "last movement")
.Set(mapId, destX, destY, destZ, bot->GetOrientation(), delay, priority);
ClearIdleState();
return true;
}
}
}
}
// end unified transport handling
bool moved = false;
if (!target.empty())
{
@@ -116,7 +306,7 @@ bool FollowAction::CanDeadFollow(Unit* target)
return true;
}
bool FleeToGroupLeaderAction::Execute(Event event)
bool FleeToGroupLeaderAction::Execute(Event /*event*/)
{
Unit* fTarget = AI_VALUE(Unit*, "group leader");
bool canFollow = Follow(fTarget);

View File

@@ -11,8 +11,6 @@
#include "CreatureAI.h"
#include "Playerbots.h"
#include "CharmInfo.h"
#include "SharedDefines.h"
#include "ObjectGuid.h"
#include "SpellMgr.h"
#include "SpellInfo.h"
#include <vector>
@@ -54,7 +52,7 @@ bool MeleeAction::isUseful()
return true;
}
bool TogglePetSpellAutoCastAction::Execute(Event event)
bool TogglePetSpellAutoCastAction::Execute(Event /*event*/)
{
Pet* pet = bot->GetPet();
if (!pet)
@@ -119,7 +117,7 @@ bool TogglePetSpellAutoCastAction::Execute(Event event)
return toggled;
}
bool PetAttackAction::Execute(Event event)
bool PetAttackAction::Execute(Event /*event*/)
{
Guardian* pet = bot->GetGuardianPet();
if (!pet)

View File

@@ -17,19 +17,17 @@
#include "WorldPacket.h"
#include "Group.h"
#include "Chat.h"
#include "Language.h"
#include "GenericBuffUtils.h"
#include "PlayerbotAI.h"
using ai::buff::MakeAuraQualifierForBuff;
using ai::buff::UpgradeToGroupIfAppropriate;
CastSpellAction::CastSpellAction(PlayerbotAI* botAI, std::string const spell)
: Action(botAI, spell), range(botAI->GetRange("spell")), spell(spell)
{
}
bool CastSpellAction::Execute(Event event)
bool CastSpellAction::Execute(Event /*event*/)
{
if (spell == "conjure food" || spell == "conjure water")
{
@@ -78,6 +76,35 @@ bool CastSpellAction::Execute(Event event)
return botAI->CastSpell(spell, GetTarget());
}
bool CastSpellAction::isUseful()
{
if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
return false;
if (spell == "mount" && !bot->IsMounted() && !bot->IsInCombat())
return true;
if (spell == "mount" && bot->IsInCombat())
{
bot->Dismount();
return false;
}
Unit* spellTarget = GetTarget();
if (!spellTarget)
return false;
if (!spellTarget->IsInWorld() || spellTarget->GetMapId() != bot->GetMapId())
return false;
// float combatReach = bot->GetCombatReach() + target->GetCombatReach();
// if (!botAI->IsRanged(bot))
// combatReach += 4.0f / 3.0f;
return AI_VALUE2(bool, "spell cast useful", spell);
// && ServerFacade::instance().GetDistance2d(bot, target) <= (range + combatReach);
}
bool CastSpellAction::isPossible()
{
if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
@@ -106,36 +133,6 @@ bool CastSpellAction::isPossible()
return botAI->CanCastSpell(spell, GetTarget());
}
bool CastSpellAction::isUseful()
{
if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
return false;
if (spell == "mount" && !bot->IsMounted() && !bot->IsInCombat())
return true;
if (spell == "mount" && bot->IsInCombat())
{
bot->Dismount();
return false;
}
Unit* spellTarget = GetTarget();
if (!spellTarget)
return false;
if (!spellTarget->IsInWorld() || spellTarget->GetMapId() != bot->GetMapId())
return false;
// float combatReach = bot->GetCombatReach() + spellTarget->GetCombatReach();
// if (!botAI->IsRanged(bot))
// combatReach += 4.0f / 3.0f;
return spellTarget &&
AI_VALUE2(bool, "spell cast useful",
spell); // && ServerFacade::instance().GetDistance2d(bot, spellTarget) <= (range + combatReach);
}
CastMeleeSpellAction::CastMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell)
{
range = ATTACK_DISTANCE;
@@ -233,7 +230,7 @@ Value<Unit*>* BuffOnPartyAction::GetTargetValue()
return context->GetValue<Unit*>("party member without aura", MakeAuraQualifierForBuff(spell));
}
bool BuffOnPartyAction::Execute(Event event)
bool BuffOnPartyAction::Execute(Event /*event*/)
{
std::string castName = spell; // default = mono
@@ -290,7 +287,7 @@ Value<Unit*>* CastSnareSpellAction::GetTargetValue() { return context->GetValue<
Value<Unit*>* CastCrowdControlSpellAction::GetTargetValue() { return context->GetValue<Unit*>("cc target", getName()); }
bool CastCrowdControlSpellAction::Execute(Event event) { return botAI->CastSpell(getName(), GetTarget()); }
bool CastCrowdControlSpellAction::Execute(Event /*event*/) { return botAI->CastSpell(getName(), GetTarget()); }
bool CastCrowdControlSpellAction::isPossible() { return botAI->CanCastSpell(getName(), GetTarget()); }
@@ -308,13 +305,13 @@ bool CastVehicleSpellAction::isPossible()
bool CastVehicleSpellAction::isUseful() { return botAI->IsInVehicle(false, true); }
bool CastVehicleSpellAction::Execute(Event event)
bool CastVehicleSpellAction::Execute(Event /*event*/)
{
uint32 spellId = AI_VALUE2(uint32, "vehicle spell id", spell);
return botAI->CastVehicleSpell(spellId, GetTarget());
}
bool UseTrinketAction::Execute(Event event)
bool UseTrinketAction::Execute(Event /*event*/)
{
Item* trinket1 = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_TRINKET1);

View File

@@ -23,8 +23,8 @@ public:
std::string const GetTargetName() override { return "current target"; };
bool Execute(Event event) override;
bool isPossible() override;
bool isUseful() override;
bool isPossible() override;
ActionThreatType getThreatType() override { return ActionThreatType::Single; }
std::vector<NextAction> getPrerequisites() override

View File

@@ -11,7 +11,7 @@
std::vector<std::string> split(std::string const s, char delim);
bool GiveItemAction::Execute(Event event)
bool GiveItemAction::Execute(Event /*event*/)
{
Unit* target = GetTarget();
if (!target)
@@ -28,7 +28,6 @@ bool GiveItemAction::Execute(Event event)
if (receiverAi->GetAiObjectContext()->GetValue<uint32>("item count", item)->Get())
return true;
bool moved = false;
std::vector<Item*> items = InventoryAction::parseItems(item, ITERATE_ITEMS_IN_BAGS);
for (Item* item : items)
{
@@ -42,7 +41,6 @@ bool GiveItemAction::Execute(Event event)
bot->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
item->SetOwnerGUID(target->GetGUID());
receiver->MoveItemToInventory(dest, item, true);
moved = true;
std::ostringstream out;
out << "Got " << chat->FormatItem(item->GetTemplate(), item->GetCount()) << " from " << bot->GetName();

View File

@@ -10,7 +10,7 @@
GreetAction::GreetAction(PlayerbotAI* botAI) : Action(botAI, "greet") {}
bool GreetAction::Execute(Event event)
bool GreetAction::Execute(Event /*event*/)
{
ObjectGuid guid = AI_VALUE(ObjectGuid, "new player nearby");
if (!guid || !guid.IsPlayer())

View File

@@ -6,7 +6,8 @@
#include "GuildBankAction.h"
#include "GuildMgr.h"
#include "Playerbots.h"
#include "PlayerbotAI.h"
#include "AiObjectContext.h"
bool GuildBankAction::Execute(Event event)
{

View File

@@ -12,12 +12,11 @@
#include "Playerbots.h"
#include "RandomPlayerbotFactory.h"
#include "ServerFacade.h"
#include "SharedDefines.h" // GOLD
#include "SharedDefines.h"
bool BuyPetitionAction::Execute(Event event)
bool BuyPetitionAction::Execute(Event /*event*/)
{
GuidVector vendors = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest npcs")->Get();
bool vendored = false, result = false;
for (GuidVector::iterator i = vendors.begin(); i != vendors.end(); ++i)
{
ObjectGuid vendorguid = *i;
@@ -97,7 +96,6 @@ bool BuyPetitionAction::canBuyPetition(Player* bot)
bool PetitionOfferAction::Execute(Event event)
{
uint32 petitionEntry = 5863; // GUILD_CHARTER
std::vector<Item*> petitions = AI_VALUE2(std::vector<Item*>, "inventory items", chat->FormatQItem(5863));
if (petitions.empty())
@@ -152,7 +150,7 @@ bool PetitionOfferAction::Execute(Event event)
bool PetitionOfferAction::isUseful() { return !bot->GetGuildId(); }
bool PetitionOfferNearbyAction::Execute(Event event)
bool PetitionOfferNearbyAction::Execute(Event /*event*/)
{
uint32 found = 0;
@@ -209,10 +207,9 @@ bool PetitionOfferNearbyAction::isUseful()
AI_VALUE(uint8, "petition signs") < sWorld->getIntConfig(CONFIG_MIN_PETITION_SIGNS);
}
bool PetitionTurnInAction::Execute(Event event)
bool PetitionTurnInAction::Execute(Event /*event*/)
{
GuidVector vendors = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest npcs")->Get();
bool vendored = false, result = false;
std::vector<Item*> petitions = AI_VALUE2(std::vector<Item*>, "inventory items", chat->FormatQItem(5863));
if (petitions.empty())
@@ -297,7 +294,7 @@ bool PetitionTurnInAction::isUseful()
!context->GetValue<TravelTarget*>("travel target")->Get()->isTraveling();
}
bool BuyTabardAction::Execute(Event event)
bool BuyTabardAction::Execute(Event /*event*/)
{
bool canBuy = botAI->DoSpecificAction("buy", Event("buy tabard", "Hitem:5976:"));
if (canBuy && AI_VALUE2(uint32, "item count", chat->FormatQItem(5976)))

View File

@@ -128,7 +128,7 @@ bool GuildRemoveAction::PlayerIsValid(Player* member)
return member->GetGuildId() == bot->GetGuildId() && GetRankId(bot) < GetRankId(member);
};
bool GuildManageNearbyAction::Execute(Event event)
bool GuildManageNearbyAction::Execute(Event /*event*/)
{
uint32 found = 0;
@@ -149,7 +149,6 @@ bool GuildManageNearbyAction::Execute(Event event)
// Promote or demote nearby members based on chance.
if (player->GetGuildId() && player->GetGuildId() == bot->GetGuildId())
{
Guild::Member* member = guild->GetMember(player->GetGUID());
uint32 dCount = AI_VALUE(uint32, "death count");
if (!urand(0, 30) && dCount < 2 && guild->GetRankRights(botMember->GetRankId()) & GR_RIGHT_PROMOTE)

View File

@@ -7,13 +7,13 @@
#include "ChatActionContext.h"
#include "Event.h"
#include "Playerbots.h"
#include "AiObjectContext.h"
HelpAction::HelpAction(PlayerbotAI* botAI) : Action(botAI, "help") { chatContext = new ChatActionContext(); }
HelpAction::~HelpAction() { delete chatContext; }
bool HelpAction::Execute(Event event)
bool HelpAction::Execute(Event /*event*/)
{
TellChatCommands();
TellStrategies();

View File

@@ -6,15 +6,16 @@
#include "HireAction.h"
#include "Event.h"
#include "Playerbots.h"
#include "RandomPlayerbotMgr.h"
#include "PlayerbotAI.h"
bool HireAction::Execute(Event event)
bool HireAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)
return false;
if (!sRandomPlayerbotMgr.IsRandomBot(bot))
if (!RandomPlayerbotMgr::instance().IsRandomBot(bot))
return false;
uint32 account = master->GetSession()->GetAccountId();
@@ -39,7 +40,7 @@ bool HireAction::Execute(Event event)
return false;
}
uint32 discount = sRandomPlayerbotMgr.GetTradeDiscount(bot, master);
uint32 discount = RandomPlayerbotMgr::instance().GetTradeDiscount(bot, master);
uint32 m = 1 + (bot->GetLevel() / 10);
uint32 moneyReq = m * 5000 * bot->GetLevel();
if (discount < moneyReq)
@@ -54,7 +55,7 @@ bool HireAction::Execute(Event event)
botAI->TellMaster("I will join you at your next relogin");
bot->SetMoney(moneyReq);
sRandomPlayerbotMgr.Remove(bot);
RandomPlayerbotMgr::instance().Remove(bot);
CharacterDatabase.Execute("UPDATE characters SET account = {} WHERE guid = {}", account,
bot->GetGUID().GetCounter());

View File

@@ -10,7 +10,7 @@
ImbueWithPoisonAction::ImbueWithPoisonAction(PlayerbotAI* botAI) : Action(botAI, "apply poison") {}
bool ImbueWithPoisonAction::Execute(Event event)
bool ImbueWithPoisonAction::Execute(Event /*event*/)
{
if (bot->IsInCombat())
return false;
@@ -103,7 +103,7 @@ bool ImbueWithPoisonAction::Execute(Event event)
// Search and apply stone to weapons
ImbueWithStoneAction::ImbueWithStoneAction(PlayerbotAI* botAI) : Action(botAI, "apply stone") {}
bool ImbueWithStoneAction::Execute(Event event)
bool ImbueWithStoneAction::Execute(Event /*event*/)
{
if (bot->IsInCombat())
return false;
@@ -148,7 +148,7 @@ bool ImbueWithStoneAction::Execute(Event event)
// Search and apply oil to weapons
ImbueWithOilAction::ImbueWithOilAction(PlayerbotAI* botAI) : Action(botAI, "apply oil") {}
bool ImbueWithOilAction::Execute(Event event)
bool ImbueWithOilAction::Execute(Event /*event*/)
{
if (bot->IsInCombat())
return false;
@@ -201,7 +201,7 @@ static const uint32 uPrioritizedHealingItemIds[19] = {
TryEmergencyAction::TryEmergencyAction(PlayerbotAI* botAI) : Action(botAI, "try emergency") {}
bool TryEmergencyAction::Execute(Event event)
bool TryEmergencyAction::Execute(Event /*event*/)
{
// Do not use consumable if bot can heal self
if ((botAI->IsHeal(bot)) && (bot->GetPowerPct(POWER_MANA) > 20))

View File

@@ -351,9 +351,7 @@ uint32 InventoryAction::GetItemCount(FindItemVisitor* visitor, IterateItemsMask
std::vector<Item*>& items = visitor->GetResult();
for (Item* item : items)
{
count += item->GetCount();
}
return count;
}

View File

@@ -8,7 +8,6 @@
#include "BroadcastHelper.h"
#include "Event.h"
#include "GuildMgr.h"
#include "Log.h"
#include "PlayerbotOperations.h"
#include "Playerbots.h"
#include "PlayerbotWorldThreadProcessor.h"
@@ -44,7 +43,7 @@ bool InviteToGroupAction::Invite(Player* inviter, Player* player)
return true;
}
bool InviteNearbyToGroupAction::Execute(Event event)
bool InviteNearbyToGroupAction::Execute(Event /*event*/)
{
GuidVector nearGuids = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest friendly players")->Get();
for (auto& i : nearGuids)
@@ -62,7 +61,7 @@ bool InviteNearbyToGroupAction::Execute(Event event)
if (player->GetGroup())
continue;
if (!sPlayerbotAIConfig.randomBotInvitePlayer && GET_PLAYERBOT_AI(player)->IsRealPlayer())
if (!PlayerbotAIConfig::instance().randomBotInvitePlayer && GET_PLAYERBOT_AI(player)->IsRealPlayer())
continue;
Group* group = bot->GetGroup();
@@ -88,7 +87,7 @@ bool InviteNearbyToGroupAction::Execute(Event event)
if (abs(int32(player->GetLevel() - bot->GetLevel())) > 2)
continue;
if (ServerFacade::instance().GetDistance2d(bot, player) > sPlayerbotAIConfig.sightDistance)
if (ServerFacade::instance().GetDistance2d(bot, player) > PlayerbotAIConfig::instance().sightDistance)
continue;
// When inviting the 5th member of the group convert to raid for future invites.
@@ -99,7 +98,7 @@ bool InviteNearbyToGroupAction::Execute(Event event)
PlayerbotWorldThreadProcessor::instance().QueueOperation(std::move(convertOp));
}
if (sPlayerbotAIConfig.inviteChat && sRandomPlayerbotMgr.IsRandomBot(bot))
if (PlayerbotAIConfig::instance().inviteChat && RandomPlayerbotMgr::instance().IsRandomBot(bot))
{
std::map<std::string, std::string> placeholders;
placeholders["%player"] = player->GetName();
@@ -120,7 +119,7 @@ bool InviteNearbyToGroupAction::Execute(Event event)
bool InviteNearbyToGroupAction::isUseful()
{
if (!sPlayerbotAIConfig.randomBotGroupNearby)
if (!PlayerbotAIConfig::instance().randomBotGroupNearby)
return false;
if (bot->InBattleground())
@@ -166,10 +165,8 @@ std::vector<Player*> InviteGuildToGroupAction::getGuildMembers()
return worker.GetResult();
}
bool InviteGuildToGroupAction::Execute(Event event)
bool InviteGuildToGroupAction::Execute(Event /*event*/)
{
Guild* guild = sGuildMgr->GetGuildById(bot->GetGuildId());
for (auto& member : getGuildMembers())
{
Player* player = member;
@@ -186,7 +183,7 @@ bool InviteGuildToGroupAction::Execute(Event event)
if (player->isDND())
continue;
if (!sPlayerbotAIConfig.randomBotInvitePlayer && GET_PLAYERBOT_AI(player)->IsRealPlayer())
if (!PlayerbotAIConfig::instance().randomBotInvitePlayer && GET_PLAYERBOT_AI(player)->IsRealPlayer())
continue;
if (player->IsBeingTeleported())
@@ -221,7 +218,7 @@ bool InviteGuildToGroupAction::Execute(Event event)
player->GetLevel() + 5) // Do not invite members that too low level or risk dragging them to deadly places.
continue;
if (!playerAi && ServerFacade::instance().GetDistance2d(bot, player) > sPlayerbotAIConfig.sightDistance)
if (!playerAi && ServerFacade::instance().GetDistance2d(bot, player) > PlayerbotAIConfig::instance().sightDistance)
continue;
Group* group = bot->GetGroup();
@@ -233,8 +230,8 @@ bool InviteGuildToGroupAction::Execute(Event event)
PlayerbotWorldThreadProcessor::instance().QueueOperation(std::move(convertOp));
}
if (sPlayerbotAIConfig.inviteChat &&
(sRandomPlayerbotMgr.IsRandomBot(bot) || !botAI->HasActivePlayerMaster()))
if (PlayerbotAIConfig::instance().inviteChat &&
(RandomPlayerbotMgr::instance().IsRandomBot(bot) || !botAI->HasActivePlayerMaster()))
{
BroadcastHelper::BroadcastGuildGroupOrRaidInvite(botAI, bot, player, group);
}

View File

@@ -92,7 +92,7 @@ bool LeaveGroupAction::Leave()
return true;
}
bool LeaveFarAwayAction::Execute(Event event)
bool LeaveFarAwayAction::Execute(Event /*event*/)
{
// allow bot to leave party when they want
return Leave();

View File

@@ -8,11 +8,11 @@
#include "AiFactory.h"
#include "ItemVisitors.h"
#include "LFGMgr.h"
#include "LFGPackets.h"
#include "Opcodes.h"
#include "Playerbots.h"
#include "World.h"
#include "WorldPacket.h"
#include "RandomPlayerbotMgr.h"
using namespace lfg;
@@ -20,7 +20,7 @@ bool LfgJoinAction::Execute(Event event) { return JoinLFG(); }
uint32 LfgJoinAction::GetRoles()
{
if (!sRandomPlayerbotMgr.IsRandomBot(bot))
if (!RandomPlayerbotMgr::instance().IsRandomBot(bot))
{
if (botAI->IsTank(bot))
return PLAYER_ROLE_TANK;
@@ -101,7 +101,7 @@ bool LfgJoinAction::JoinLFG()
LfgDungeonSet list;
std::vector<uint32> selected;
std::vector<uint32> dungeons = sRandomPlayerbotMgr.LfgDungeons[bot->GetTeamId()];
std::vector<uint32> dungeons = RandomPlayerbotMgr::instance().LfgDungeons[bot->GetTeamId()];
if (!dungeons.size())
return false;
@@ -170,7 +170,7 @@ bool LfgJoinAction::JoinLFG()
return true;
}
bool LfgRoleCheckAction::Execute(Event event)
bool LfgRoleCheckAction::Execute(Event /*event*/)
{
if (Group* group = bot->GetGroup())
{
@@ -216,9 +216,9 @@ bool LfgAcceptAction::Execute(Event event)
*packet << id << true;
bot->GetSession()->QueuePacket(packet);
if (sRandomPlayerbotMgr.IsRandomBot(bot) && !bot->GetGroup())
if (RandomPlayerbotMgr::instance().IsRandomBot(bot) && !bot->GetGroup())
{
sRandomPlayerbotMgr.Refresh(bot);
RandomPlayerbotMgr::instance().Refresh(bot);
botAI->ResetStrategies();
}
@@ -251,9 +251,9 @@ bool LfgAcceptAction::Execute(Event event)
*packet << id << true;
bot->GetSession()->QueuePacket(packet);
if (sRandomPlayerbotMgr.IsRandomBot(bot) && !bot->GetGroup())
if (RandomPlayerbotMgr::instance().IsRandomBot(bot) && !bot->GetGroup())
{
sRandomPlayerbotMgr.Refresh(bot);
RandomPlayerbotMgr::instance().Refresh(bot);
botAI->ResetStrategies();
}
@@ -265,7 +265,7 @@ bool LfgAcceptAction::Execute(Event event)
return false;
}
bool LfgLeaveAction::Execute(Event event)
bool LfgLeaveAction::Execute(Event /*event*/)
{
// Don't leave if lfg strategy enabled
// if (botAI->HasStrategy("lfg", BOT_STATE_NON_COMBAT))
@@ -337,7 +337,7 @@ bool LfgJoinAction::isUseful()
if (bot->isDead())
return false;
if (!sRandomPlayerbotMgr.IsRandomBot(bot))
if (!RandomPlayerbotMgr::instance().IsRandomBot(bot))
return false;
Map* map = bot->GetMap();

View File

@@ -13,7 +13,7 @@
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
bool LootRollAction::Execute(Event event)
bool LootRollAction::Execute(Event /*event*/)
{
Group* group = bot->GetGroup();
if (!group)
@@ -27,7 +27,6 @@ bool LootRollAction::Execute(Event event)
continue;
}
ObjectGuid guid = roll->itemGUID;
uint32 slot = roll->itemSlot;
uint32 itemId = roll->itemid;
int32 randomProperty = 0;
if (roll->itemRandomPropId)
@@ -184,7 +183,6 @@ bool MasterLootRollAction::Execute(Event event)
if (!group)
return false;
RollVote vote = CalculateRollVote(proto);
group->CountRollVote(bot->GetGUID(), creatureGuid, CalculateRollVote(proto));
return true;

View File

@@ -16,7 +16,6 @@ bool LootStrategyAction::Execute(Event event)
{
std::string const strategy = event.getParam();
LootObjectStack* lootItems = AI_VALUE(LootObjectStack*, "available loot");
std::set<uint32>& alwaysLootItems = AI_VALUE(std::set<uint32>&, "always loot list");
Value<LootStrategy*>* lootStrategy = context->GetValue<LootStrategy*>("loot strategy");

View File

@@ -134,7 +134,7 @@ public:
private:
bool CheckBagSpace(Player* bot)
{
uint32 totalused = 0, total = 16;
uint32 totalused = 0;
for (uint8 slot = INVENTORY_SLOT_ITEM_START; slot < INVENTORY_SLOT_ITEM_END; slot++)
if (bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
++totalused;

View File

@@ -11,20 +11,16 @@
#include "LastMovementValue.h"
#include "Playerbots.h"
bool MoveToRpgTargetAction::Execute(Event event)
bool MoveToRpgTargetAction::Execute(Event /*event*/)
{
GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
Unit* unit = botAI->GetUnit(guidP);
if (unit && !unit->IsInWorld())
{
return false;
}
GameObject* go = botAI->GetGameObject(guidP);
if (go && !go->IsInWorld())
{
return false;
}
Player* player = guidP.GetPlayer();
WorldObject* wo = nullptr;
if (unit)

View File

@@ -7,10 +7,9 @@
#include "ChooseRpgTargetAction.h"
#include "LootObjectStack.h"
#include "PathGenerator.h"
#include "Playerbots.h"
bool MoveToTravelTargetAction::Execute(Event event)
bool MoveToTravelTargetAction::Execute(Event /*event*/)
{
TravelTarget* target = AI_VALUE(TravelTarget*, "travel target");

View File

@@ -15,7 +15,6 @@
#include "FleeManager.h"
#include "G3D/Vector3.h"
#include "GameObject.h"
#include "Geometry.h"
#include "LastMovementValue.h"
#include "LootObjectStack.h"
#include "Map.h"
@@ -36,9 +35,7 @@
#include "SpellAuraEffects.h"
#include "SpellInfo.h"
#include "Stances.h"
#include "TargetedMovementGenerator.h"
#include "Timer.h"
#include "Transport.h"
#include "Unit.h"
#include "Vehicle.h"
#include "WaypointMovementGenerator.h"
@@ -67,18 +64,14 @@ bool MovementAction::JumpTo(uint32 mapId, float x, float y, float z, MovementPri
{
UpdateMovementState();
if (!IsMovingAllowed(mapId, x, y, z))
{
return false;
}
if (IsDuplicateMove(mapId, x, y, z))
{
return false;
}
if (IsWaitingForLastMove(priority))
{
return false;
}
float botZ = bot->GetPositionZ();
float speed = bot->GetSpeed(MOVE_RUN);
MotionMaster& mm = *bot->GetMotionMaster();
mm.Clear();
@@ -100,9 +93,6 @@ bool MovementAction::MoveNear(WorldObject* target, float distance, MovementPrior
distance += target->GetCombatReach();
float x = target->GetPositionX();
float y = target->GetPositionY();
float z = target->GetPositionZ();
float followAngle = GetFollowAngle();
for (float angle = followAngle; angle <= followAngle + static_cast<float>(2 * M_PI);
@@ -120,7 +110,6 @@ bool MovementAction::MoveNear(WorldObject* target, float distance, MovementPrior
return true;
}
// botAI->TellError("All paths not in LOS");
return false;
}
@@ -129,9 +118,6 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
if (!target)
return false;
// std::ostringstream out; out << "Moving to LOS!";
// bot->Say(out.str(), LANG_UNIVERSAL);
float x = target->GetPositionX();
float y = target->GetPositionY();
float z = target->GetPositionZ();
@@ -264,7 +250,6 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// bot->CastStop();
// botAI->InterruptSpell();
// }
G3D::Vector3 endP = path.back();
DoMovePoint(bot, x, y, z, generatePath, backwards);
float delay = 1000.0f * MoveDelay(distance, backwards);
if (lessDelay)
@@ -370,7 +355,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// {
// movePosition = endPosition;
// if (startPosition.getMapId() != endPosition.getMapId() || totalDistance > maxDist)
// if (startPosition.GetMapId() != endPosition.GetMapId() || totalDistance > maxDist)
// {
// if (!TravelNodeMap::instance().getNodes().empty() && !bot->InBattleground())
// {
@@ -421,7 +406,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// {
// //Use standard PathGenerator to find a route.
// PathGenerator path(mover);
// path.CalculatePath(movePosition.getX(), movePosition.getY(), movePosition.getZ(), false);
// path.CalculatePath(movePosition.GetPositionX(), movePosition.GetPositionY(), movePosition.GetPositionZ(), false);
// PathType type = path.GetPathType();
// Movement::PointsArray const& points = path.GetPath();
// movePath.addPath(startPosition.fromPointsArray(points));
@@ -485,8 +470,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// else
// {
// LOG_DEBUG("playerbots", "!entry");
// return bot->TeleportTo(movePosition.getMapId(), movePosition.getX(), movePosition.getY(),
// movePosition.getZ(), movePosition.getO(), 0);
// return bot->TeleportTo(movePosition.GetMapId(), movePosition.GetPositionX(), movePosition.GetPositionY(),
// movePosition.GetPositionZ(), movePosition.GetOrientation(), 0);
// }
// }
@@ -563,14 +548,14 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// AI_VALUE(LastMovement&, "last movement").setPath(movePath);
// if (!movePosition || movePosition.getMapId() != bot->GetMapId())
// if (!movePosition || movePosition.GetMapId() != bot->GetMapId())
// {
// movePath.clear();
// AI_VALUE(LastMovement&, "last movement").setPath(movePath);
// if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
// botAI->TellMasterNoFacing("No point. Rebuilding.");
// LOG_DEBUG("playerbots", "!movePosition || movePosition.getMapId() != bot->GetMapId()");
// LOG_DEBUG("playerbots", "!movePosition || movePosition.GetMapId() != bot->GetMapId()");
// return false;
// }
@@ -609,15 +594,15 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// float cz = z;
// for (auto i : movePath.getPath())
// {
// CreateWp(bot, i.point.getX(), i.point.getY(), i.point.getZ(), 0.f, 2334);
// CreateWp(bot, i.point.GetPositionX(), i.point.GetPositionY(), i.point.GetPositionZ(), 0.f, 2334);
// cx = i.point.getX();
// cy = i.point.getY();
// cz = i.point.getZ();
// cx = i.point.GetPositionX();
// cy = i.point.GetPositionY();
// cz = i.point.GetPositionZ();
// }
// }
// else
// CreateWp(bot, movePosition.getX(), movePosition.getY(), movePosition.getZ(), 0, 2334, true);
// CreateWp(bot, movePosition.GetPositionX(), movePosition.GetPositionY(), movePosition.GetPositionZ(), 0, 2334, true);
// }
// //Log bot movement
@@ -634,8 +619,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// sPlayerbotAIConfig.log("bot_movement.csv", out.str().c_str());
// }
// // LOG_DEBUG("playerbots", "({}, {}) -> ({}, {})", startPosition.getX(), startPosition.getY(),
// movePosition.getX(), movePosition.getY()); if (!react)
// // LOG_DEBUG("playerbots", "({}, {}) -> ({}, {})", startPosition.GetPositionX(), startPosition.GetPositionY(),
// movePosition.GetPositionX(), movePosition.GetPositionY()); if (!react)
// if (totalDistance > maxDist)
// WaitForReach(startPosition.distance(movePosition) - 10.0f);
// else
@@ -671,7 +656,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// // else
// // {
// // mover->GetMotionMaster()->GetDestination(x, y, z);
// // if (movePosition.distance(WorldPosition(movePosition.getMapId(), x, y, z, 0)) > minDist)
// // if (movePosition.distance(WorldPosition(movePosition.GetMapId(), x, y, z, 0)) > minDist)
// // {
// // mover->StopMoving();
// // mover->GetMotionMaster()->Clear();
@@ -685,8 +670,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// AI_VALUE(LastMovement&, "last movement").nextTeleport = now +
// (time_t)MoveDelay(startPosition.distance(movePosition)); LOG_DEBUG("playerbots", "totalDistance > maxDist &&
// !detailedMove && !botAI->HasPlayerNearby(&movePosition)"); return bot->TeleportTo(movePosition.getMapId(),
// movePosition.getX(), movePosition.getY(), movePosition.getZ(), startPosition.getAngleTo(movePosition));
// !detailedMove && !botAI->HasPlayerNearby(&movePosition)"); return bot->TeleportTo(movePosition.GetMapId(),
// movePosition.GetPositionX(), movePosition.GetPositionY(), movePosition.GetPositionZ(), startPosition.getAngleTo(movePosition));
// }
// // walk if master walks and is close
@@ -708,9 +693,9 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// if (!bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) && !bot->HasAuraType(SPELL_AURA_FLY))
// {
// bot->SetWalk(masterWalking);
// bot->GetMotionMaster()->MovePoint(movePosition.getMapId(), movePosition.getX(), movePosition.getY(),
// movePosition.getZ(), generatePath); WaitForReach(startPosition.distance(movePosition));
// // LOG_DEBUG("playerbots", "Movepoint to ({}, {})", movePosition.getX(), movePosition.getY());
// bot->GetMotionMaster()->MovePoint(movePosition.GetMapId(), movePosition.GetPositionX(), movePosition.GetPositionY(),
// movePosition.GetPositionZ(), generatePath); WaitForReach(startPosition.distance(movePosition));
// // LOG_DEBUG("playerbots", "Movepoint to ({}, {})", movePosition.GetPositionX(), movePosition.GetPositionY());
// }
// else
// {
@@ -756,9 +741,9 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// }
// }
// bot->GetMotionMaster()->MovePoint(movePosition.getMapId(), Position(movePosition.getX(), movePosition.getY(),
// movePosition.getZ(), 0.f)); WaitForReach(startPosition.distance(movePosition)); LOG_DEBUG("playerbots",
// "Movepoint to ({}, {})", movePosition.getX(), movePosition.getY());
// bot->GetMotionMaster()->MovePoint(movePosition.GetMapId(), Position(movePosition.GetPositionX(), movePosition.GetPositionY(),
// movePosition.GetPositionZ(), 0.f)); WaitForReach(startPosition.distance(movePosition)); LOG_DEBUG("playerbots",
// "Movepoint to ({}, {})", movePosition.GetPositionX(), movePosition.GetPositionY());
// }
// AI_VALUE(LastMovement&, "last movement").setShort(movePosition);
@@ -779,8 +764,6 @@ bool MovementAction::MoveTo(WorldObject* target, float distance, MovementPriorit
float by = bot->GetPositionY();
float bz = bot->GetPositionZ();
float tx = target->GetPositionX();
float ty = target->GetPositionY();
float tz = target->GetPositionZ();
float distanceToTarget = bot->GetDistance(target);
@@ -812,10 +795,6 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
if (!IsMovingAllowed(target))
return false;
float bx = bot->GetPositionX();
float by = bot->GetPositionY();
float bz = bot->GetPositionZ();
float tx = target->GetPositionX();
float ty = target->GetPositionY();
float tz = target->GetPositionZ();
@@ -875,6 +854,11 @@ float MovementAction::GetFollowAngle()
if (!group)
return 0.0f;
// Prevent bots with orphaned raid groups from dividing by 0, which freezes the server.
uint32 memberCount = group->GetMembersCount();
if (memberCount <= 1)
return 0.0f;
uint32 index = 1;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
@@ -882,7 +866,7 @@ float MovementAction::GetFollowAngle()
continue;
if (ref->GetSource() == bot)
return 2 * M_PI / (group->GetMembersCount() - 1) * index;
return 2 * M_PI / (memberCount - 1) * index;
++index;
}
@@ -953,68 +937,70 @@ bool MovementAction::Follow(Unit* target, float distance) { return Follow(target
void MovementAction::UpdateMovementState()
{
const bool isCurrentlyRestricted = // see if the bot is currently slowed, rooted, or otherwise unable to move
bot->HasUnitState(UNIT_STATE_LOST_CONTROL) ||
bot->IsRooted() ||
bot->isFrozen() ||
bot->IsPolymorphed();
const bool isCurrentlyRestricted = // see if the bot is currently slowed, rooted, or otherwise unable to move
bot->HasUnitState(UNIT_STATE_LOST_CONTROL) || bot->IsRooted() || bot->isFrozen() || bot->IsPolymorphed();
// no update movement flags while movement is current restricted.
if (!isCurrentlyRestricted && bot->IsAlive())
{
// state flags
const auto master = botAI ? botAI->GetMaster() : nullptr; // real player or not
const bool masterIsFlying = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) : true;
const bool masterIsSwimming = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) : true;
const auto liquidState = bot->GetLiquidData().Status; // default LIQUID_MAP_NO_WATER
const auto master = botAI ? botAI->GetMaster() : nullptr;
const auto liquidState = bot->GetLiquidData().Status;
const float gZ = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
const bool wantsToFly = bot->HasIncreaseMountedFlightSpeedAura() || bot->HasFlyAura();
const bool onGroundZ = bot->GetPositionZ() < gZ + 1.f;
const bool canSwim = liquidState == LIQUID_MAP_IN_WATER || liquidState == LIQUID_MAP_UNDER_WATER;
const bool canFly = bot->HasIncreaseMountedFlightSpeedAura() || bot->HasFlyAura();
const bool canWaterWalk = bot->HasWaterWalkAura();
const bool isMasterFlying = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) : true;
const bool isMasterSwimming = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) : true;
const bool isFlying = bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
const bool isWaterArea = liquidState != LIQUID_MAP_NO_WATER;
const bool isUnderWater = liquidState == LIQUID_MAP_UNDER_WATER;
const bool isInWater = liquidState == LIQUID_MAP_IN_WATER;
const bool isWaterWalking = bot->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
const bool isSwimming = bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
const bool wantsToWaterWalk = bot->HasWaterWalkAura();
const bool wantsToSwim = isInWater || isUnderWater;
const bool onGroundZ = (bot->GetPositionZ() < gZ + 1.f) && !isWaterArea;
const bool isWaterWalking = bot->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
bool movementFlagsUpdated = false;
// handle water state
if (isWaterArea && !isFlying)
// handle water (fragile logic do not alter without testing every detail, animation and transition)
if (liquidState != LIQUID_MAP_NO_WATER && !isFlying)
{
// water walking
if (wantsToWaterWalk && !isWaterWalking && !masterIsSwimming)
if (canWaterWalk && !isMasterSwimming && !isWaterWalking)
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
bot->SetSwim(false);
bot->AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
movementFlagsUpdated = true;
}
// swimming
else if (wantsToSwim && !isSwimming && masterIsSwimming)
else if ((!canWaterWalk || isMasterSwimming) && isWaterWalking)
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
bot->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
if (canSwim)
bot->SetSwim(true);
movementFlagsUpdated = true;
}
else if (!canSwim && isSwimming)
{
bot->SetSwim(false);
movementFlagsUpdated = true;
}
}
else if (isSwimming || isWaterWalking)
// reset when not around water while swimming or water walking
if (liquidState == LIQUID_MAP_NO_WATER && (isSwimming || isWaterWalking))
{
// reset water flags
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
bot->SetSwim(false);
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
movementFlagsUpdated = true;
}
// handle flying state
if (wantsToFly && !isFlying && masterIsFlying)
// handle flying
if ((canFly && !isFlying) && isMasterFlying)
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
bot->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
movementFlagsUpdated = true;
// required for transition and state monitoring.
if (MotionMaster* mm = bot->GetMotionMaster())
mm->MoveTakeoff(0, {bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ() + 1.F}, 0.F, true);
}
else if ((!wantsToFly || onGroundZ) && isFlying)
else if ((!canFly && !isWaterWalking && isFlying) || (!isMasterFlying && isFlying && onGroundZ))
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
@@ -1022,15 +1008,16 @@ void MovementAction::UpdateMovementState()
movementFlagsUpdated = true;
}
// detect if movement restrictions have been lifted, CC just ended.
// detect if movement/CC restrictions have been ended, refresh movement state for animations.
if (wasMovementRestricted)
movementFlagsUpdated = true; // refresh movement state to ensure animations play correctly
movementFlagsUpdated = true;
// movement flags should only be updated between state changes, if not it will break certain effects.
if (movementFlagsUpdated)
bot->SendMovementFlagUpdate();
}
// Save current state for the next check
// Save current state for the next check
wasMovementRestricted = isCurrentlyRestricted;
// Temporary speed increase in group
@@ -1190,7 +1177,7 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
WorldPosition cPos(corpse);
if (botPos.fDist(cPos) > sPlayerbotAIConfig.spellDistance)
return MoveTo(cPos.getMapId(), cPos.getX(), cPos.getY(), cPos.getZ());
return MoveTo(cPos.GetMapId(), cPos.GetPositionX(), cPos.GetPositionY(), cPos.GetPositionZ());
}
}
@@ -1217,7 +1204,7 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
if ((lDist * 1.5 < tDist && ang < static_cast<float>(M_PI) / 2) ||
target->HasUnitState(UNIT_STATE_IN_FLIGHT))
{
return MoveTo(longMove.getMapId(), longMove.getX(), longMove.getY(), longMove.getZ());
return MoveTo(longMove.GetMapId(), longMove.GetPositionX(), longMove.GetPositionY(), longMove.GetPositionZ());
}
}
}
@@ -1417,7 +1404,6 @@ bool MovementAction::Flee(Unit* target)
if (botAI->IsTank(player))
{
float distanceToTank = ServerFacade::instance().GetDistance2d(bot, player);
float distanceToTarget = ServerFacade::instance().GetDistance2d(bot, target);
if (distanceToTank < fleeDistance)
{
fleeTarget = player;
@@ -1438,8 +1424,6 @@ bool MovementAction::Flee(Unit* target)
else // bot is not targeted, try to flee dps/healers
{
bool isHealer = botAI->IsHeal(bot);
bool isDps = !isHealer && !botAI->IsTank(bot);
bool isTank = botAI->IsTank(bot);
bool needHealer = !isHealer && AI_VALUE2(uint8, "health", "self target") < 50;
bool isRanged = botAI->IsRanged(bot);
@@ -1813,12 +1797,11 @@ void MovementAction::DoMovePoint(Unit* unit, float x, float y, float z, bool gen
if (!mm)
return;
// enable water walking
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING))
// bot water collision correction
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING) && unit->HasWaterWalkAura())
{
float gZ = unit->GetMapWaterOrGroundLevel(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ());
unit->UpdatePosition(unit->GetPositionX(), unit->GetPositionY(), gZ, false);
// z = gZ; no overwrite Z axe otherwise you cant steer the bots into swimming when water walking.
}
mm->Clear();
@@ -1844,7 +1827,7 @@ void MovementAction::DoMovePoint(Unit* unit, float x, float y, float z, bool gen
}
}
bool FleeAction::Execute(Event event)
bool FleeAction::Execute(Event /*event*/)
{
return MoveAway(AI_VALUE(Unit*, "current target"), sPlayerbotAIConfig.fleeDistance, true);
}
@@ -1852,9 +1835,8 @@ bool FleeAction::Execute(Event event)
bool FleeAction::isUseful()
{
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr)
{
return false;
}
Unit* target = AI_VALUE(Unit*, "current target");
if (target && target->IsInWorld() && !bot->IsWithinMeleeRange(target))
return false;
@@ -1862,12 +1844,10 @@ bool FleeAction::isUseful()
return true;
}
bool FleeWithPetAction::Execute(Event event)
bool FleeWithPetAction::Execute(Event /*event*/)
{
if (Pet* pet = bot->GetPet())
{
botAI->PetFollow();
}
return Flee(AI_VALUE(Unit*, "current target"));
}
@@ -1875,15 +1855,14 @@ bool FleeWithPetAction::Execute(Event event)
bool AvoidAoeAction::isUseful()
{
if (getMSTime() - moveInterval < lastMoveTimer)
{
return false;
}
GuidVector traps = AI_VALUE(GuidVector, "nearest trap with damage");
GuidVector triggers = AI_VALUE(GuidVector, "possible triggers");
return AI_VALUE(Aura*, "area debuff") || !traps.empty() || !triggers.empty();
}
bool AvoidAoeAction::Execute(Event event)
bool AvoidAoeAction::Execute(Event /*event*/)
{
// Case #1: Aura with dynamic object (e.g. rain of fire)
if (AvoidAuraWithDynamicObj())
@@ -2307,17 +2286,15 @@ bool MovementAction::CheckLastFlee(float curAngle, std::list<FleeInfo>& infoList
bool CombatFormationMoveAction::isUseful()
{
if (getMSTime() - moveInterval < lastMoveTimer)
{
return false;
}
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr)
{
return false;
}
return true;
}
bool CombatFormationMoveAction::Execute(Event event)
bool CombatFormationMoveAction::Execute(Event /*event*/)
{
float dis = AI_VALUE(float, "disperse distance");
if (dis <= 0.0f || (!bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_NON_COMBAT)) ||
@@ -2448,7 +2425,7 @@ Player* CombatFormationMoveAction::NearestGroupMember(float dis)
return result;
}
bool TankFaceAction::Execute(Event event)
bool TankFaceAction::Execute(Event /*event*/)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
@@ -2532,7 +2509,7 @@ bool RearFlankAction::isUseful()
return inFront || inRear;
}
bool RearFlankAction::Execute(Event event)
bool RearFlankAction::Execute(Event /*event*/)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
@@ -2643,9 +2620,9 @@ bool DisperseSetAction::Execute(Event event)
return true;
}
bool RunAwayAction::Execute(Event event) { return Flee(AI_VALUE(Unit*, "group leader")); }
bool RunAwayAction::Execute(Event /*event*/) { return Flee(AI_VALUE(Unit*, "group leader")); }
bool MoveToLootAction::Execute(Event event)
bool MoveToLootAction::Execute(Event /*event*/)
{
LootObject loot = AI_VALUE(LootObject, "loot target");
if (!loot.IsLootPossible(bot))
@@ -2654,7 +2631,7 @@ bool MoveToLootAction::Execute(Event event)
return MoveNear(loot.GetWorldObject(bot), sPlayerbotAIConfig.contactDistance);
}
bool MoveOutOfEnemyContactAction::Execute(Event event)
bool MoveOutOfEnemyContactAction::Execute(Event /*event*/)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
@@ -2665,7 +2642,7 @@ bool MoveOutOfEnemyContactAction::Execute(Event event)
bool MoveOutOfEnemyContactAction::isUseful() { return AI_VALUE2(bool, "inside target", "current target"); }
bool SetFacingTargetAction::Execute(Event event)
bool SetFacingTargetAction::Execute(Event /*event*/)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
@@ -2691,7 +2668,7 @@ bool SetFacingTargetAction::isPossible()
return true;
}
bool SetBehindTargetAction::Execute(Event event)
bool SetBehindTargetAction::Execute(Event /*event*/)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
@@ -2751,7 +2728,7 @@ bool SetBehindTargetAction::Execute(Event event)
false, true, MovementPriority::MOVEMENT_COMBAT);
}
bool MoveOutOfCollisionAction::Execute(Event event)
bool MoveOutOfCollisionAction::Execute(Event /*event*/)
{
float angle = M_PI * 2000 / frand(1.f, 1000.f);
float distance = sPlayerbotAIConfig.followDistance;
@@ -2769,7 +2746,7 @@ bool MoveOutOfCollisionAction::isUseful()
botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest friendly players")->Get().size() < 15;
}
bool MoveRandomAction::Execute(Event event)
bool MoveRandomAction::Execute(Event /*event*/)
{
float distance = sPlayerbotAIConfig.tooCloseDistance + urand(10, 30);
@@ -2782,9 +2759,7 @@ bool MoveRandomAction::Execute(Event event)
float angle = (float)rand_norm() * static_cast<float>(M_PI);
x += urand(0, distance) * cos(angle);
y += urand(0, distance) * sin(angle);
float ox = x;
float oy = y;
float oz = z;
if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
bot->GetPositionZ(), x, y, z))
continue;
@@ -2801,9 +2776,9 @@ bool MoveRandomAction::Execute(Event event)
bool MoveRandomAction::isUseful() { return !AI_VALUE(GuidPosition, "rpg target"); }
bool MoveInsideAction::Execute(Event event) { return MoveInside(bot->GetMapId(), x, y, bot->GetPositionZ(), distance); }
bool MoveInsideAction::Execute(Event /*event*/) { return MoveInside(bot->GetMapId(), x, y, bot->GetPositionZ(), distance); }
bool RotateAroundTheCenterPointAction::Execute(Event event)
bool RotateAroundTheCenterPointAction::Execute(Event /*event*/)
{
uint32 next_point = GetCurrWaypoint();
if (MoveTo(bot->GetMapId(), waypoints[next_point].first, waypoints[next_point].second, bot->GetPositionZ(), false,
@@ -2823,10 +2798,9 @@ bool MoveFromGroupAction::Execute(Event event)
return MoveFromGroup(distance);
}
bool MoveAwayFromCreatureAction::Execute(Event event)
bool MoveAwayFromCreatureAction::Execute(Event /*event*/)
{
GuidVector targets = AI_VALUE(GuidVector, "nearest npcs");
Creature* nearestCreature = bot->FindNearestCreature(creatureId, range, alive);
// Find all creatures with the specified Id
std::vector<Unit*> creatures;
@@ -2904,16 +2878,12 @@ bool MoveAwayFromCreatureAction::Execute(Event event)
bool MoveAwayFromCreatureAction::isPossible() { return bot->CanFreeMove(); }
bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
bool MoveAwayFromPlayerWithDebuffAction::Execute(Event /*event*/)
{
Player* closestPlayer = nullptr;
float minDistance = 0.0f;
Group* const group = bot->GetGroup();
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
std::vector<Player*> debuffedPlayers;

View File

@@ -332,7 +332,6 @@ public:
private:
uint32 spellId;
float range;
bool alive;
};
#endif

View File

@@ -49,18 +49,16 @@ bool DrinkAction::Execute(Event event)
bool DrinkAction::isUseful()
{
return UseItemAction::isUseful() &&
AI_VALUE2(bool, "has mana", "self target") &&
AI_VALUE2(uint8, "mana", "self target") < 100;
return UseItemAction::isUseful() && AI_VALUE2(bool, "has mana", "self target") &&
AI_VALUE2(uint8, "mana", "self target") < 100;
}
bool DrinkAction::isPossible()
{
return !bot->IsInCombat() &&
!bot->IsMounted() &&
!botAI->HasAnyAuraOf(GetTarget(), "dire bear form", "bear form", "cat form", "travel form",
"aquatic form","flight form", "swift flight form", nullptr) &&
(botAI->HasCheat(BotCheatMask::food) || UseItemAction::isPossible());
return !bot->IsInCombat() && !bot->IsMounted() &&
!botAI->HasAnyAuraOf(GetTarget(), "dire bear form", "bear form", "cat form", "travel form", "aquatic form",
"flight form", "swift flight form", nullptr) &&
(botAI->HasCheat(BotCheatMask::food) || UseItemAction::isPossible());
}
bool EatAction::Execute(Event event)
@@ -102,17 +100,12 @@ bool EatAction::Execute(Event event)
return UseItemAction::Execute(event);
}
bool EatAction::isUseful()
{
return UseItemAction::isUseful() &&
AI_VALUE2(uint8, "health", "self target") < 100;
}
bool EatAction::isUseful() { return UseItemAction::isUseful() && AI_VALUE2(uint8, "health", "self target") < 100; }
bool EatAction::isPossible()
{
return !bot->IsInCombat() &&
!bot->IsMounted() &&
!botAI->HasAnyAuraOf(GetTarget(), "dire bear form", "bear form", "cat form", "travel form",
"aquatic form","flight form", "swift flight form", nullptr) &&
(botAI->HasCheat(BotCheatMask::food) || UseItemAction::isPossible());
return !bot->IsInCombat() && !bot->IsMounted() &&
!botAI->HasAnyAuraOf(GetTarget(), "dire bear form", "bear form", "cat form", "travel form", "aquatic form",
"flight form", "swift flight form", nullptr) &&
(botAI->HasCheat(BotCheatMask::food) || UseItemAction::isPossible());
}

View File

@@ -7,7 +7,7 @@
#include "LootObjectStack.h"
#include "AiObjectContext.h"
bool OpenItemAction::Execute(Event event)
bool OpenItemAction::Execute(Event /*event*/)
{
bool foundOpenable = false;

View File

@@ -7,10 +7,9 @@
#include "Event.h"
#include "PlayerbotOperations.h"
#include "Playerbots.h"
#include "PlayerbotWorldThreadProcessor.h"
bool PassLeadershipToMasterAction::Execute(Event event)
bool PassLeadershipToMasterAction::Execute(Event /*event*/)
{
if (Player* master = GetMaster())
if (master && master != bot && bot->GetGroup() && bot->GetGroup()->IsMember(master->GetGUID()))

View File

@@ -9,8 +9,6 @@
#include <string>
#include "Action.h"
#include "PlayerbotFactory.h"
#include "Unit.h"
class PlayerbotAI;
@@ -22,7 +20,6 @@ public:
bool Execute(Event event) override;
private:
bool warningEnabled = true;
std::string defaultCmd;
};

View File

@@ -102,7 +102,7 @@ bool PositionAction::Execute(Event event)
return false;
}
bool MoveToPositionAction::Execute(Event event)
bool MoveToPositionAction::Execute(Event /*event*/)
{
PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[qualifier];
if (!pos.isSet())
@@ -123,7 +123,7 @@ bool MoveToPositionAction::isUseful()
return pos.isSet() && distance > sPlayerbotAIConfig.followDistance && distance < sPlayerbotAIConfig.reactDistance;
}
bool SetReturnPositionAction::Execute(Event event)
bool SetReturnPositionAction::Execute(Event /*event*/)
{
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo returnPos = posMap["return"];

View File

@@ -7,7 +7,7 @@
#include "ChatHelper.h"
#include "Event.h"
#include "Playerbots.h"
#include "PlayerbotAI.h"
void QueryQuestAction::TellObjective(std::string const name, uint32 available, uint32 required)
{
@@ -16,7 +16,6 @@ void QueryQuestAction::TellObjective(std::string const name, uint32 available, u
bool QueryQuestAction::Execute(Event event)
{
Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
Player* bot = botAI->GetBot();
WorldPosition botPos(bot);
WorldPosition* ptr_botpos = &botPos;

View File

@@ -5,6 +5,7 @@
#include "QuestAction.h"
#include <sstream>
#include <algorithm>
#include "Chat.h"
#include "ChatHelper.h"
@@ -116,7 +117,8 @@ bool QuestAction::CompleteQuest(Player* player, uint32 entry)
player->CastedCreatureOrGO(creature, ObjectGuid(), spell_id);
}
}*/
/*else*/ if (creature > 0)
/*else*/
if (creature > 0)
{
if (CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(creature))
for (uint16 z = 0; z < creaturecount; ++z)
@@ -350,7 +352,6 @@ bool QuestUpdateAddItemAction::Execute(Event event)
uint32 itemId, count;
p >> itemId >> count;
Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
auto const* itemPrototype = sObjectMgr->GetItemTemplate(itemId);
if (itemPrototype)
{
@@ -405,8 +406,6 @@ bool QuestItemPushResultAction::Execute(Event event)
if (!quest)
return false;
const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
{
uint32 itemId = quest->RequiredItemId[i];
@@ -432,7 +431,7 @@ bool QuestItemPushResultAction::Execute(Event event)
return false;
}
bool QuestUpdateFailedAction::Execute(Event event)
bool QuestUpdateFailedAction::Execute(Event /*event*/)
{
//opcode SMSG_QUESTUPDATE_FAILED is never sent...(yet?)
return false;
@@ -446,8 +445,6 @@ bool QuestUpdateFailedTimerAction::Execute(Event event)
uint32 questId;
p >> questId;
Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId);
if (qInfo)

View File

@@ -8,7 +8,7 @@
#include "Event.h"
#include "Playerbots.h"
bool RandomBotUpdateAction::Execute(Event event)
bool RandomBotUpdateAction::Execute(Event /*event*/)
{
if (!sRandomPlayerbotMgr.IsRandomBot(bot))
return false;

View File

@@ -10,7 +10,7 @@
#include "Playerbots.h"
#include "ServerFacade.h"
bool ReachTargetAction::Execute(Event event) { return ReachCombatTo(AI_VALUE(Unit*, GetTargetName()), distance); }
bool ReachTargetAction::Execute(Event /*event*/) { return ReachCombatTo(AI_VALUE(Unit*, GetTargetName()), distance); }
bool ReachTargetAction::isUseful()
{

View File

@@ -78,7 +78,7 @@ void ReleaseSpiritAction::LogRelease(const std::string& releaseMsg, bool isAutoR
}
// AutoReleaseSpiritAction implementation
bool AutoReleaseSpiritAction::Execute(Event event)
bool AutoReleaseSpiritAction::Execute(Event /*event*/)
{
IncrementDeathCount();
bot->DurabilityRepairAll(false, 1.0f, false);
@@ -214,7 +214,7 @@ bool AutoReleaseSpiritAction::ShouldDelayBattlegroundRelease() const
return true;
}
bool RepopAction::Execute(Event event)
bool RepopAction::Execute(Event /*event*/)
{
const GraveyardStruct* graveyard = GetGrave(
AI_VALUE(uint32, "death count") > 10 ||
@@ -250,7 +250,7 @@ void RepopAction::PerformGraveyardTeleport(const GraveyardStruct* graveyard) con
}
// SelfResurrectAction implementation for Warlock's Soulstone Resurrection/Shaman's Reincarnation
bool SelfResurrectAction::Execute(Event event)
bool SelfResurrectAction::Execute(Event /*event*/)
{
if (!bot->IsAlive() && bot->GetUInt32Value(PLAYER_SELF_RES_SPELL))
{

View File

@@ -7,7 +7,7 @@
#include "Event.h"
#include "LastMovementValue.h"
#include "Playerbots.h"
#include "AiObjectContext.h"
bool RememberTaxiAction::Execute(Event event)
{
@@ -28,7 +28,7 @@ bool RememberTaxiAction::Execute(Event event)
case CMSG_ACTIVATETAXIEXPRESS:
{
ObjectGuid guid;
uint32 node_count, totalcost;
uint32 node_count;
p >> guid >> node_count;
LastMovement& movement = context->GetValue<LastMovement&>("last taxi")->Get();

View File

@@ -9,7 +9,7 @@
#include "Event.h"
#include "Playerbots.h"
bool RepairAllAction::Execute(Event event)
bool RepairAllAction::Execute(Event /*event*/)
{
GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
for (ObjectGuid const guid : npcs)

View File

@@ -5,14 +5,16 @@
#include "ResetInstancesAction.h"
#include "Playerbots.h"
#include "PlayerbotAI.h"
bool ResetInstancesAction::Execute(Event event)
#include "InstancePackets.h"
bool ResetInstancesAction::Execute(Event /*event*/)
{
WorldPacket packet(CMSG_RESET_INSTANCES, 0);
bot->GetSession()->HandleResetInstancesOpcode(packet);
WorldPackets::Instance::ResetInstances resetInstance(std::move(packet));
bot->GetSession()->HandleResetInstancesOpcode(resetInstance);
botAI->TellMaster("Resetting all instances");
return true;
}

View File

@@ -10,11 +10,11 @@
#include "Event.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Playerbots.h"
#include "PlayerbotAI.h"
#include "ServerFacade.h"
#include "NearestGameObjects.h"
bool RevealGatheringItemAction::Execute(Event event)
bool RevealGatheringItemAction::Execute(Event /*event*/)
{
if (!bot->GetGroup())
return false;

View File

@@ -9,7 +9,6 @@
#include "FleeManager.h"
#include "GameGraveyard.h"
#include "MapMgr.h"
#include "PlayerbotFactory.h"
#include "Playerbots.h"
#include "RandomPlayerbotMgr.h"
#include "ServerFacade.h"
@@ -74,7 +73,7 @@ bool ReviveFromCorpseAction::Execute(Event event)
return true;
}
bool FindCorpseAction::Execute(Event event)
bool FindCorpseAction::Execute(Event /*event*/)
{
if (bot->InBattleground())
return false;
@@ -150,7 +149,7 @@ bool FindCorpseAction::Execute(Event event)
{
float rx, ry, rz;
if (manager.CalculateDestination(&rx, &ry, &rz))
moveToPos = WorldPosition(moveToPos.getMapId(), rx, ry, rz, 0.0);
moveToPos = WorldPosition(moveToPos.GetMapId(), rx, ry, rz, 0.0);
else if (!moveToPos.GetReachableRandomPointOnGround(bot, reclaimDist, urand(0, 1)))
moveToPos = corpsePos;
}
@@ -170,7 +169,7 @@ bool FindCorpseAction::Execute(Event event)
{
bot->GetMotionMaster()->Clear();
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(moveToPos.getMapId(), moveToPos.getX(), moveToPos.getY(), moveToPos.getZ(), 0);
bot->TeleportTo(moveToPos.GetMapId(), moveToPos.GetPositionX(), moveToPos.GetPositionY(), moveToPos.GetPositionZ(), 0);
}
moved = true;
@@ -184,7 +183,7 @@ bool FindCorpseAction::Execute(Event event)
if (deadTime < 10 * MINUTE && dCount < 5) // Look for corpse up to 30 minutes.
{
moved =
MoveTo(moveToPos.getMapId(), moveToPos.getX(), moveToPos.getY(), moveToPos.getZ(), false, false);
MoveTo(moveToPos.GetMapId(), moveToPos.GetPositionX(), moveToPos.GetPositionY(), moveToPos.GetPositionZ(), false, false);
}
if (!moved)
@@ -237,10 +236,10 @@ GraveyardStruct const* SpiritHealerAction::GetGrave(bool startZone)
{
uint32 areaId = 0;
uint32 zoneId = 0;
sMapMgr->GetZoneAndAreaId(bot->GetPhaseMask(), zoneId, areaId, travelPos.getMapId(), travelPos.getX(),
travelPos.getY(), travelPos.getZ());
ClosestGrave = sGraveyard->GetClosestGraveyard(travelPos.getMapId(), travelPos.getX(), travelPos.getY(),
travelPos.getZ(), bot->GetTeamId(), areaId, zoneId,
sMapMgr->GetZoneAndAreaId(bot->GetPhaseMask(), zoneId, areaId, travelPos.GetMapId(), travelPos.GetPositionX(),
travelPos.GetPositionY(), travelPos.GetPositionZ());
ClosestGrave = sGraveyard->GetClosestGraveyard(travelPos.GetMapId(), travelPos.GetPositionX(), travelPos.GetPositionY(),
travelPos.GetPositionZ(), bot->GetTeamId(), areaId, zoneId,
bot->getClass() == CLASS_DEATH_KNIGHT);
if (ClosestGrave)
@@ -293,7 +292,7 @@ GraveyardStruct const* SpiritHealerAction::GetGrave(bool startZone)
return ClosestGrave;
}
bool SpiritHealerAction::Execute(Event event)
bool SpiritHealerAction::Execute(Event /*event*/)
{
Corpse* corpse = bot->GetCorpse();
if (!corpse)

View File

@@ -7,7 +7,6 @@
#include <random>
#include "BattlegroundMgr.h"
#include "ChatHelper.h"
#include "EmoteAction.h"
#include "Event.h"
@@ -16,7 +15,7 @@
#include "ServerFacade.h"
#include "RpgSubActions.h"
bool RpgAction::Execute(Event event)
bool RpgAction::Execute(Event /*event*/)
{
GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
if (!guidP && botAI->GetMaster())
@@ -85,7 +84,7 @@ bool RpgAction::SetNextRpgAction()
isChecked = true;
Action* action = botAI->GetAiObjectContext()->GetAction(nextAction.getName());
if (!dynamic_cast<RpgEnabled*>(action) || !action->isPossible() || !action->isUseful())
if (!dynamic_cast<RpgEnabled*>(action) || !action->isUseful() || !action->isPossible())
continue;
actions.push_back(action);

View File

@@ -5,6 +5,7 @@
#include "RpgSubActions.h"
#include "BudgetValues.h"
#include "ChooseRpgTargetAction.h"
#include "EmoteAction.h"
#include "Formations.h"
@@ -51,10 +52,15 @@ GuidPosition RpgHelper::guidP() { return AI_VALUE(GuidPosition, "rpg target"); }
ObjectGuid RpgHelper::guid() { return (ObjectGuid)guidP(); }
bool RpgHelper::InRange()
{
return guidP() ? (guidP().sqDistance2d(bot) < INTERACTION_DISTANCE * INTERACTION_DISTANCE) : false;
}
bool RpgHelper::InRange()
{
GuidPosition targetGuid = guidP();
if (!targetGuid)
return false;
return bot->GetExactDist2dSq(targetGuid.GetPositionX(), targetGuid.GetPositionY()) <
INTERACTION_DISTANCE * INTERACTION_DISTANCE;
}
void RpgHelper::setFacingTo(GuidPosition guidPosition)
{
@@ -99,7 +105,7 @@ Event RpgSubAction::ActionEvent(Event event) { return event; }
bool RpgStayAction::isUseful() { return rpg->InRange() && !botAI->HasRealPlayerMaster(); }
bool RpgStayAction::Execute(Event event)
bool RpgStayAction::Execute(Event /*event*/)
{
bot->PlayerTalkClass->SendCloseGossip();
@@ -109,7 +115,7 @@ bool RpgStayAction::Execute(Event event)
bool RpgWorkAction::isUseful() { return rpg->InRange() && !botAI->HasRealPlayerMaster(); }
bool RpgWorkAction::Execute(Event event)
bool RpgWorkAction::Execute(Event /*event*/)
{
bot->HandleEmoteCommand(EMOTE_STATE_USE_STANDING);
rpg->AfterExecute();
@@ -118,7 +124,7 @@ bool RpgWorkAction::Execute(Event event)
bool RpgEmoteAction::isUseful() { return rpg->InRange() && !botAI->HasRealPlayerMaster(); }
bool RpgEmoteAction::Execute(Event event)
bool RpgEmoteAction::Execute(Event /*event*/)
{
uint32 type = TalkAction::GetRandomEmote(rpg->guidP().GetUnit());
@@ -133,7 +139,7 @@ bool RpgEmoteAction::Execute(Event event)
return true;
}
bool RpgCancelAction::Execute(Event event)
bool RpgCancelAction::Execute(Event /*event*/)
{
RESET_AI_VALUE(GuidPosition, "rpg target");
rpg->OnExecute("");
@@ -142,7 +148,7 @@ bool RpgCancelAction::Execute(Event event)
bool RpgTaxiAction::isUseful() { return rpg->InRange() && !botAI->HasRealPlayerMaster(); }
bool RpgTaxiAction::Execute(Event event)
bool RpgTaxiAction::Execute(Event /*event*/)
{
GuidPosition guidP = rpg->guidP();
@@ -150,7 +156,7 @@ bool RpgTaxiAction::Execute(Event event)
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
uint32 node =
sObjectMgr->GetNearestTaxiNode(guidP.getX(), guidP.getY(), guidP.getZ(), guidP.getMapId(), bot->GetTeamId());
sObjectMgr->GetNearestTaxiNode(guidP.GetPositionX(), guidP.GetPositionY(), guidP.GetPositionZ(), guidP.GetMapId(), bot->GetTeamId());
std::vector<uint32> nodes;
for (uint32 i = 0; i < sTaxiPathStore.GetNumRows(); ++i)
@@ -203,12 +209,12 @@ bool RpgTaxiAction::Execute(Event event)
return true;
}
bool RpgDiscoverAction::Execute(Event event)
bool RpgDiscoverAction::Execute(Event /*event*/)
{
GuidPosition guidP = rpg->guidP();
uint32 node =
sObjectMgr->GetNearestTaxiNode(guidP.getX(), guidP.getY(), guidP.getZ(), guidP.getMapId(), bot->GetTeamId());
sObjectMgr->GetNearestTaxiNode(guidP.GetPositionX(), guidP.GetPositionY(), guidP.GetPositionZ(), guidP.GetMapId(), bot->GetTeamId());
if (!node)
return false;
@@ -222,7 +228,7 @@ bool RpgDiscoverAction::Execute(Event event)
std::string const RpgStartQuestAction::ActionName() { return "accept all quests"; }
Event RpgStartQuestAction::ActionEvent(Event event)
Event RpgStartQuestAction::ActionEvent(Event /*event*/)
{
WorldPacket p(CMSG_QUESTGIVER_ACCEPT_QUEST);
p << rpg->guid();
@@ -232,7 +238,7 @@ Event RpgStartQuestAction::ActionEvent(Event event)
std::string const RpgEndQuestAction::ActionName() { return "talk to quest giver"; }
Event RpgEndQuestAction::ActionEvent(Event event)
Event RpgEndQuestAction::ActionEvent(Event /*event*/)
{
WorldPacket p(CMSG_QUESTGIVER_COMPLETE_QUEST);
p << rpg->guid();
@@ -242,17 +248,71 @@ Event RpgEndQuestAction::ActionEvent(Event event)
std::string const RpgBuyAction::ActionName() { return "buy"; }
Event RpgBuyAction::ActionEvent(Event event) { return Event("rpg action", "vendor"); }
Event RpgBuyAction::ActionEvent(Event /*event*/) { return Event("rpg action", "vendor"); }
std::string const RpgSellAction::ActionName() { return "sell"; }
Event RpgSellAction::ActionEvent(Event event) { return Event("rpg action", "vendor"); }
Event RpgSellAction::ActionEvent(Event /*event*/) { return Event("rpg action", "vendor"); }
std::string const RpgRepairAction::ActionName() { return "repair"; }
bool RpgTrainAction::isUseful()
{
if (!rpg->InRange())
return false;
Creature* creature = rpg->guidP().GetCreature();
if (!creature)
return false;
if (!creature->IsInWorld() || creature->IsDuringRemoveFromWorld() || !creature->IsAlive())
return false;
return true;
}
bool RpgTrainAction::isPossible()
{
GuidPosition gp = rpg->guidP();
CreatureTemplate const* cinfo = gp.GetCreatureTemplate();
if (!cinfo)
return false;
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(cinfo->Entry);
if (!trainer)
return false;
if (!trainer->IsTrainerValidForPlayer(bot))
return false;
FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cinfo->faction);
float reputationDiscount = bot->GetReputationPriceDiscount(factionTemplate);
uint32 currentGold = AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::spells);
for (auto& spell : trainer->GetSpells())
{
Trainer::Spell const* trainerSpell = trainer->GetSpell(spell.SpellId);
if (!trainerSpell)
continue;
if (!trainer->CanTeachSpell(bot, trainerSpell))
continue;
if (currentGold < static_cast<uint32>(floor(trainerSpell->MoneyCost * reputationDiscount)))
continue;
// we only check if at least one spell can be learned from the trainer;
// otherwise, the train action should not be allowed
return true;
}
return false;
}
std::string const RpgTrainAction::ActionName() { return "trainer"; }
bool RpgHealAction::Execute(Event event)
bool RpgHealAction::Execute(Event /*event*/)
{
bool retVal = false;
@@ -287,21 +347,21 @@ std::string const RpgBuyPetitionAction::ActionName() { return "buy petition"; }
std::string const RpgUseAction::ActionName() { return "use"; }
Event RpgUseAction::ActionEvent(Event event)
Event RpgUseAction::ActionEvent(Event /*event*/)
{
return Event("rpg action", chat->FormatWorldobject(rpg->guidP().GetWorldObject()));
}
std::string const RpgSpellAction::ActionName() { return "cast random spell"; }
Event RpgSpellAction::ActionEvent(Event event)
Event RpgSpellAction::ActionEvent(Event /*event*/)
{
return Event("rpg action", chat->FormatWorldobject(rpg->guidP().GetWorldObject()));
}
std::string const RpgCraftAction::ActionName() { return "craft random item"; }
Event RpgCraftAction::ActionEvent(Event event)
Event RpgCraftAction::ActionEvent(Event /*event*/)
{
return Event("rpg action", chat->FormatWorldobject(rpg->guidP().GetWorldObject()));
}
@@ -341,7 +401,7 @@ std::vector<Item*> RpgTradeUsefulAction::CanGiveItems(GuidPosition guidPosition)
return giveItems;
}
bool RpgTradeUsefulAction::Execute(Event event)
bool RpgTradeUsefulAction::Execute(Event /*event*/)
{
GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
@@ -416,7 +476,7 @@ bool RpgDuelAction::isUseful()
return true;
}
bool RpgDuelAction::Execute(Event event)
bool RpgDuelAction::Execute(Event /*event*/)
{
GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
@@ -434,7 +494,7 @@ bool RpgMountAnimAction::isUseful()
return AI_VALUE2(bool, "mounted", "self target") && !AI_VALUE2(bool, "moving", "self target");
}
bool RpgMountAnimAction::Execute(Event event)
bool RpgMountAnimAction::Execute(Event /*event*/)
{
WorldPacket p;
bot->GetSession()->HandleMountSpecialAnimOpcode(p);

View File

@@ -165,6 +165,9 @@ class RpgTrainAction : public RpgSubAction
public:
RpgTrainAction(PlayerbotAI* botAI, std::string const name = "rpg train") : RpgSubAction(botAI, name) {}
bool isPossible() override;
bool isUseful() override;
private:
std::string const ActionName() override;
};

View File

@@ -55,7 +55,7 @@ void RtiAction::AppendRti(std::ostringstream& out, std::string const type)
out << " (" << target->GetName() << ")";
}
bool MarkRtiAction::Execute(Event event)
bool MarkRtiAction::Execute(Event /*event*/)
{
Group* group = bot->GetGroup();
if (!group)

View File

@@ -80,8 +80,9 @@ bool RTSCAction::Execute(Event event)
SET_AI_VALUE2(WorldPosition, "RTSC saved location", locationName, spellPosition);
Creature* wpCreature =
bot->SummonCreature(15631, spellPosition.getX(), spellPosition.getY(), spellPosition.getZ(),
spellPosition.getO(), TEMPSUMMON_TIMED_DESPAWN, 2000.0f);
bot->SummonCreature(15631, spellPosition.GetPositionX(), spellPosition.GetPositionY(),
spellPosition.GetPositionZ(), spellPosition.GetOrientation(), TEMPSUMMON_TIMED_DESPAWN,
2000.0f);
wpCreature->SetObjectScale(0.5f);
return true;
@@ -110,8 +111,9 @@ bool RTSCAction::Execute(Event event)
if (spellPosition)
{
Creature* wpCreature =
bot->SummonCreature(15631, spellPosition.getX(), spellPosition.getY(), spellPosition.getZ(),
spellPosition.getO(), TEMPSUMMON_TIMED_DESPAWN, 2000.0f);
bot->SummonCreature(15631, spellPosition.GetPositionX(), spellPosition.GetPositionY(),
spellPosition.GetPositionZ(), spellPosition.GetOrientation(),
TEMPSUMMON_TIMED_DESPAWN, 2000.0f);
wpCreature->SetObjectScale(0.5f);
}

View File

@@ -9,9 +9,7 @@
#include <regex>
#include <string>
#include "ChannelMgr.h"
#include "Event.h"
#include "GuildMgr.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
@@ -56,7 +54,7 @@ static const std::unordered_set<std::string> noReplyMsgStarts = {"e ", "accept "
SayAction::SayAction(PlayerbotAI* botAI) : Action(botAI, "say"), Qualified() {}
bool SayAction::Execute(Event event)
bool SayAction::Execute(Event /*event*/)
{
std::string text = "";
std::map<std::string, std::string> placeholders;
@@ -92,7 +90,6 @@ bool SayAction::Execute(Event event)
}
// set delay before next say
time_t lastSaid = AI_VALUE2(time_t, "last said", qualifier);
uint32 nextTime = time(nullptr) + urand(1, 30);
botAI->GetAiObjectContext()->GetValue<time_t>("last said", qualifier)->Set(nextTime);
@@ -159,7 +156,6 @@ bool SayAction::isUseful()
void ChatReplyAction::ChatReplyDo(Player* bot, uint32& type, uint32& guid1, uint32& guid2, std::string& msg, std::string& chanName, std::string& name)
{
ChatReplyType replyType = REPLY_NOT_UNDERSTAND; // default not understand
std::string respondsText = "";
// if we're just commanding bots around, don't respond...

View File

@@ -10,11 +10,13 @@
bool SecurityCheckAction::isUseful()
{
return sRandomPlayerbotMgr.IsRandomBot(bot) && botAI->GetMaster() &&
botAI->GetMaster()->GetSession()->GetSecurity() < SEC_GAMEMASTER && !GET_PLAYERBOT_AI(botAI->GetMaster());
return RandomPlayerbotMgr::instance().IsRandomBot(bot)
&& botAI->GetMaster()
&& botAI->GetMaster()->GetSession()->GetSecurity() < SEC_GAMEMASTER
&& !GET_PLAYERBOT_AI(botAI->GetMaster());
}
bool SecurityCheckAction::Execute(Event event)
bool SecurityCheckAction::Execute(Event /*event*/)
{
if (Group* group = bot->GetGroup())
{

View File

@@ -7,7 +7,6 @@
#include "Event.h"
#include "Formations.h"
#include "PathGenerator.h"
#include "Playerbots.h"
#include "RTSCValues.h"
#include "RtscAction.h"
@@ -134,8 +133,8 @@ bool SeeSpellAction::Execute(Event event)
SET_AI_VALUE2(WorldPosition, "RTSC saved location", locationName, spellPosition);
Creature* wpCreature =
bot->SummonCreature(15631, spellPosition.getX(), spellPosition.getY(), spellPosition.getZ(),
spellPosition.getO(), TEMPSUMMON_TIMED_DESPAWN, 2000.0f);
bot->SummonCreature(15631, spellPosition.GetPositionX(), spellPosition.GetPositionY(), spellPosition.GetPositionZ(),
spellPosition.GetOrientation(), TEMPSUMMON_TIMED_DESPAWN, 2000.0f);
wpCreature->SetObjectScale(0.5f);
RESET_AI_VALUE(std::string, "RTSC next spell action");
@@ -167,14 +166,14 @@ bool SeeSpellAction::MoveToSpell(WorldPosition& spellPosition, bool inFormation)
PositionMap& posMap = AI_VALUE(PositionMap&, "position");
PositionInfo stayPosition = posMap["stay"];
stayPosition.Set(spellPosition.getX(), spellPosition.getY(), spellPosition.getZ(), spellPosition.getMapId());
stayPosition.Set(spellPosition.GetPositionX(), spellPosition.GetPositionY(), spellPosition.GetPositionZ(), spellPosition.GetMapId());
posMap["stay"] = stayPosition;
}
if (bot->IsWithinLOS(spellPosition.getX(), spellPosition.getY(), spellPosition.getZ()))
return MoveNear(spellPosition.getMapId(), spellPosition.getX(), spellPosition.getY(), spellPosition.getZ(), 0);
if (bot->IsWithinLOS(spellPosition.GetPositionX(), spellPosition.GetPositionY(), spellPosition.GetPositionZ()))
return MoveNear(spellPosition.GetMapId(), spellPosition.GetPositionX(), spellPosition.GetPositionY(), spellPosition.GetPositionZ(), 0);
return MoveTo(spellPosition.getMapId(), spellPosition.getX(), spellPosition.getY(), spellPosition.getZ(), false,
return MoveTo(spellPosition.GetMapId(), spellPosition.GetPositionX(), spellPosition.GetPositionY(), spellPosition.GetPositionZ(), false,
false);
}

View File

@@ -49,9 +49,7 @@ bool SetCraftAction::Execute(Event event)
if (skillSpells.empty())
{
for (SkillLineAbilityEntry const* skillLine : sSkillLineAbilityStore)
{
skillSpells[skillLine->Spell] = skillLine;
}
}
data.required.clear();
@@ -68,7 +66,8 @@ bool SetCraftAction::Execute(Event event)
if (!spellInfo)
continue;
if (SkillLineAbilityEntry const* skillLine = skillSpells[spellId])
SkillLineAbilityEntry const* skillLine = skillSpells[spellId];
if (skillLine != nullptr)
{
for (uint8 i = 0; i < 3; ++i)
{
@@ -78,9 +77,7 @@ bool SetCraftAction::Execute(Event event)
for (uint32 x = 0; x < MAX_SPELL_REAGENTS; ++x)
{
if (spellInfo->Reagent[x] <= 0)
{
continue;
}
uint32 itemid = spellInfo->Reagent[x];
uint32 reagentsRequired = spellInfo->ReagentCount[x];
@@ -132,9 +129,8 @@ void SetCraftAction::TellCraft()
if (ItemTemplate const* reagent = sObjectMgr->GetItemTemplate(item))
{
if (first)
{
first = false;
}
else
out << ", ";
@@ -142,9 +138,7 @@ void SetCraftAction::TellCraft()
uint32 given = data.obtained[item];
if (given)
{
out << "|cffffff00(x" << given << " given)|r ";
}
}
}

View File

@@ -8,7 +8,7 @@
#include "Event.h"
#include "Playerbots.h"
bool SetHomeAction::Execute(Event event)
bool SetHomeAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
@@ -26,20 +26,10 @@ bool SetHomeAction::Execute(Event event)
if (Unit* unit = botAI->GetUnit(selection))
if (unit->HasNpcFlag(UNIT_NPC_FLAG_INNKEEPER))
{
if (isRpgAction)
{
Creature* creature = botAI->GetCreature(selection);
bot->GetSession()->SendBindPoint(creature);
botAI->TellMaster("This inn is my new home");
return true;
}
else
{
Creature* creature = botAI->GetCreature(selection);
bot->GetSession()->SendBindPoint(creature);
botAI->TellMaster("This inn is my new home");
return true;
}
Creature* creature = botAI->GetCreature(selection);
bot->GetSession()->SendBindPoint(creature);
botAI->TellMaster("This inn is my new home");
return true;
}
GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");

View File

@@ -40,9 +40,8 @@ bool ShareQuestAction::Execute(Event event)
return false;
}
bool AutoShareQuestAction::Execute(Event event)
bool AutoShareQuestAction::Execute(Event /*event*/)
{
Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
bool shared = false;
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)

View File

@@ -7,9 +7,9 @@
#include "ChatHelper.h"
#include "Event.h"
#include "Playerbots.h"
#include "PlayerbotAI.h"
bool StatsAction::Execute(Event event)
bool StatsAction::Execute(Event /*event*/)
{
std::ostringstream out;

View File

@@ -39,7 +39,7 @@ bool StayActionBase::Stay()
return true;
}
bool StayAction::Execute(Event event) { return Stay(); }
bool StayAction::Execute(Event /*event*/) { return Stay(); }
bool StayAction::isUseful()
{
@@ -47,11 +47,8 @@ bool StayAction::isUseful()
PositionInfo stayPosition = AI_VALUE(PositionMap&, "position")["stay"];
if (stayPosition.isSet())
{
const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
if (sPlayerbotAIConfig.followDistance)
{
return false;
}
}
// move from group takes priority over stay as it's added and removed automatically
@@ -64,7 +61,7 @@ bool StayAction::isUseful()
return AI_VALUE2(bool, "moving", "self target");
}
bool SitAction::Execute(Event event)
bool SitAction::Execute(Event /*event*/)
{
if (bot->isMoving())
return false;

View File

@@ -7,25 +7,19 @@
#include "SuggestWhatToDoAction.h"
#include "ServerFacade.h"
#include "ChannelMgr.h"
#include "Event.h"
#include "ItemVisitors.h"
#include "AiFactory.h"
#include "ChatHelper.h"
#include "Playerbots.h"
#include "PlayerbotTextMgr.h"
#include "Config.h"
#include "BroadcastHelper.h"
#include "AiFactory.h"
#include "ChannelMgr.h"
#include "ChatHelper.h"
#include "Config.h"
#include "Event.h"
#include "GuildMgr.h"
#include "ItemVisitors.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Channel.h"
enum eTalkType
{
@@ -62,14 +56,13 @@ bool SuggestWhatToDoAction::isUseful()
return (time(0) - lastSaid) > 30;
}
bool SuggestWhatToDoAction::Execute(Event event)
bool SuggestWhatToDoAction::Execute(Event /*event*/)
{
uint32 index = rand() % suggestions.size();
auto fnct_ptr = suggestions[index];
fnct_ptr();
std::string const qualifier = "suggest what to do";
time_t lastSaid = AI_VALUE2(time_t, "last said", qualifier);
botAI->GetAiObjectContext()->GetValue<time_t>("last said", qualifier)->Set(time(nullptr) + urand(1, 60));
return true;
@@ -227,7 +220,7 @@ void SuggestWhatToDoAction::thunderfury()
class FindTradeItemsVisitor : public IterateItemsVisitor
{
public:
FindTradeItemsVisitor(uint32 quality) : quality(quality), IterateItemsVisitor() {}
FindTradeItemsVisitor(uint32 quality) : IterateItemsVisitor(), quality(quality) {}
bool Visit(Item* item) override
{
@@ -258,7 +251,7 @@ private:
SuggestDungeonAction::SuggestDungeonAction(PlayerbotAI* botAI) : SuggestWhatToDoAction(botAI, "suggest dungeon") {}
bool SuggestDungeonAction::Execute(Event event)
bool SuggestDungeonAction::Execute(Event /*event*/)
{
// TODO: use PlayerbotDungeonRepository::instance()
@@ -325,7 +318,7 @@ bool SuggestDungeonAction::Execute(Event event)
SuggestTradeAction::SuggestTradeAction(PlayerbotAI* botAI) : SuggestWhatToDoAction(botAI, "suggest trade") {}
bool SuggestTradeAction::Execute(Event event)
bool SuggestTradeAction::Execute(Event /*event*/)
{
uint32 quality = urand(0, 100);
if (quality > 95)

View File

@@ -231,7 +231,6 @@ void TalkToQuestGiverAction::AskToSelectReward(Quest const* quest, std::ostrings
for (uint8 i = 0; i < quest->GetRewChoiceItemsCount(); ++i)
{
ItemTemplate const* item = sObjectMgr->GetItemTemplate(quest->RewardChoiceItemId[i]);
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", quest->RewardChoiceItemId[i]);
if (!forEquip || BestRewards(quest).count(i) > 0)
{
@@ -248,7 +247,6 @@ bool TurnInQueryQuestAction::Execute(Event event)
WorldPacket pakcet = event.getPacket();
ObjectGuid guid;
uint32 questId;
ObjectGuid unk1;
pakcet >> guid >> questId;
Object* object =
ObjectAccessor::GetObjectByTypeMask(*bot, guid, TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT | TYPEMASK_ITEM);

View File

@@ -6,12 +6,10 @@
#include "TameAction.h"
#include <algorithm>
#include <cctype>
#include <iomanip>
#include <random>
#include <set>
#include <sstream>
#include "DBCStructure.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Pet.h"
#include "Player.h"
@@ -53,7 +51,6 @@ bool TameAction::Execute(Event event)
{
std::set<std::string> normalFamilies;
std::set<std::string> exoticFamilies;
Player* bot = botAI->GetBot();
// Loop over all creature templates and collect tameable families
CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates();

View File

@@ -31,8 +31,14 @@ bool TaxiAction::Execute(Event event)
GuidVector units = *context->GetValue<GuidVector>("nearest npcs");
for (ObjectGuid const guid : units)
{
Creature* npc = bot->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_FLIGHTMASTER);
if (!npc)
Creature* npc = ObjectAccessor::GetCreature(*bot, guid);
if (!npc || !npc->IsAlive())
continue;
if (!(npc->GetNpcFlags() & UNIT_NPC_FLAG_FLIGHTMASTER))
continue;
if (bot->GetDistance(npc) > sPlayerbotAIConfig.farDistance)
continue;
uint32 curloc = sObjectMgr->GetNearestTaxiNode(npc->GetPositionX(), npc->GetPositionY(), npc->GetPositionZ(),
@@ -50,21 +56,17 @@ bool TaxiAction::Execute(Event event)
}
}
// stagger bot takeoff
uint32 delayMin = sConfigMgr->GetOption<uint32>("AiPlayerbot.BotTaxiDelayMinMs", 350u, false);
uint32 delayMax = sConfigMgr->GetOption<uint32>("AiPlayerbot.BotTaxiDelayMaxMs", 5000u, false);
uint32 gapMs = sConfigMgr->GetOption<uint32>("AiPlayerbot.BotTaxiGapMs", 200u, false);
uint32 gapJitterMs = sConfigMgr->GetOption<uint32>("AiPlayerbot.BotTaxiGapJitterMs", 100u, false);
// Only for follower bots
if (botAI->HasRealPlayerMaster())
{
uint32 index = botAI->GetGroupSlotIndex(bot);
uint32 delay = delayMin + index * gapMs + urand(0, gapJitterMs);
uint32 delay = sPlayerbotAIConfig.botTaxiDelayMin +
index * sPlayerbotAIConfig.botTaxiGapMs +
urand(0, sPlayerbotAIConfig.botTaxiGapJitterMs);
delay = std::min(delay, delayMax);
delay = std::min(delay, sPlayerbotAIConfig.botTaxiDelayMax);
// Store the npcs GUID so we can re-acquire the pointer later
// Store the NPC's GUID so we can re-acquire the pointer later
ObjectGuid npcGuid = npc->GetGUID();
// schedule the take-off

View File

@@ -7,9 +7,12 @@
#include "Event.h"
#include "LastMovementValue.h"
#include "Playerbots.h"
#include "AiObjectContext.h"
#include "PlayerbotAI.h"
#include "SpellMgr.h"
#include "Spell.h"
bool TeleportAction::Execute(Event event)
bool TeleportAction::Execute(Event /*event*/)
{
/*
// List of allowed portal entries (you can populate this dynamically)
@@ -74,7 +77,7 @@ bool TeleportAction::Execute(Event event)
continue;
uint32 spellId = goInfo->spellcaster.spellId;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
SpellInfo const* spellInfo = SpellMgr::instance()->GetSpellInfo(spellId);
if (!spellInfo || !spellInfo->HasEffect(SPELL_EFFECT_TELEPORT_UNITS))
continue;

View File

@@ -4,11 +4,9 @@
*/
#include "TellLosAction.h"
#include <istream>
#include <sstream>
#include "ChatHelper.h"
#include "DBCStores.h"
#include "Event.h"
#include "ItemTemplate.h"
#include "ObjectMgr.h"
@@ -77,7 +75,7 @@ void TellLosAction::ListGameObjects(std::string const title, GuidVector gos)
}
}
bool TellAuraAction::Execute(Event event)
bool TellAuraAction::Execute(Event /*event*/)
{
botAI->TellMaster("--- Auras ---");
sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "--- Auras ---");
@@ -97,7 +95,6 @@ bool TellAuraAction::Execute(Event event)
std::string caster_name = caster ? caster->GetName() : "unknown";
bool is_area = aura->IsArea();
int32 duration = aura->GetDuration();
const SpellInfo* spellInfo = aura->GetSpellInfo();
int32 spellId = aura->GetSpellInfo()->Id;
bool isPositive = aura->GetSpellInfo()->IsPositive();
sLog->outMessage("playerbot", LOG_LEVEL_DEBUG,
@@ -130,7 +127,7 @@ bool TellAuraAction::Execute(Event event)
return true;
}
bool TellEstimatedDpsAction::Execute(Event event)
bool TellEstimatedDpsAction::Execute(Event /*event*/)
{
float dps = AI_VALUE(float, "estimated group dps");
botAI->TellMaster("Estimated Group DPS: " + std::to_string(dps));

View File

@@ -8,13 +8,13 @@
#include "Event.h"
#include "Playerbots.h"
bool TellMasterAction::Execute(Event event)
bool TellMasterAction::Execute(Event /*event*/)
{
botAI->TellMaster(text);
return true;
}
bool OutOfReactRangeAction::Execute(Event event)
bool OutOfReactRangeAction::Execute(Event /*event*/)
{
botAI->TellMaster("Wait for me!");
return true;

View File

@@ -6,10 +6,10 @@
#include "TellReputationAction.h"
#include "Event.h"
#include "Playerbots.h"
#include "PlayerbotAI.h"
#include "ReputationMgr.h"
bool TellReputationAction::Execute(Event event)
bool TellReputationAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)

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