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https://github.com/mod-playerbots/mod-playerbots
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2339 Commits
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0c6f656236 |
fix(strategy): Revert InitTriggers to previous implementation (#1272)
Fixes #1169
Reverts TankAssistStrategy and DpsAssistStrategy InitTriggers implementations to their previous versions.
The changes from commit
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4603dbaf35 |
FoS Improve, ICC LM, LDW, PP improve (#1268)
* ICC PP WIP WIP * added mutated plague for PP * BPC added (kinetic and boss targeting need to be done by player) OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own. Tested only on 10NM, should work on 25NM * Tank pos. correction * BQL, ranged spread, link, flame, bite, tanking tested 10NM to do (better fire spread, hc tacti, melee spread when in air) * LDW improved improved shadow logic, ranged spread for easier shadow handling * dbs update, fixed teleporting Bots should only go and teleport to the mage that is actually below zero now * DBS ranged fix Ranged should spread more quickly and freak out less * Festergut && DBS fixed ranged spread (both) fixed spore logic (fester) * Rotface fix Improved big ooze tanking (static pos, todo kiting) ooze explosion spread mechanic fix ooze pool fix Player needs to mark rotface with skull icon, oterwise bots try to attack oozes * BQL fixed for 25nm todo: better melee logic in air phase, better melee flame spread * VDW, Sister Svalna, Sindy update Sister Svalna, bots can pickup spears and throw at svalna when she has shield up VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer) todo (focus on supressers, add healer rotations, atm they use quickest spell they can) Sindragosa Added tank boss manipulation (boss orientation and position) bots detect (buffet, unchained magic and chilled to the bone and act accordingly) bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot) Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count. Player should tell bots with skull rti if they should kill tomb or focus boss. todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss) Removed some debug messages, improved LM spike action (nearest bots also try to help kill it) Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it) dbs improved tank switch I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man 25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps * LK Update (doable) LK added Improved tank switching for all bosses Fixed PP gas cloud kiting Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass BPC fixed OT sometimes not tanking kele kinectic bombs todo (for now player should take care of them) Sindragosa fixed rare case when she is in air phase but tombs went to last phase position LK Bots can handle necrotic Bots can handle adds Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way. Defile should be watched by player and once it was cast just summon bots to you Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done **Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you) all in all LK is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots) Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps, if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals) * fixed changes made by mistake fix * Malleable fix (simple spread mechanic) Malleable mechanic added (simple spread for now) Gas cloud fixed (Bots sometimes got stuck between puddle and kite location) * Defile Update Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them) Melee bots should be able to stand behind/to the flank of shambling/spirits * GS fixed bots not returning to their ship for A and H Bots will return back to ship after killing mage * PP gas cloud kiting improved PP gas cloud kiting improved * BPC targeting fixed Bots will mark valid prince with skull RTI now * BQL added melee spread in air pahse BQL added melee spread * VDW healing rotation improved Healers will now use strong heals and hots * Fixed Necrotic Plague Fixed issue with Necrotic where it would get dispelled too soon, or would not get dispelled at all * LK Update Refined defile logic Added 3 points for ranged and melee in winter phase (east, west, south when facing throne) fixed frost spheres targeting (hunter will focus them) Atm bots will reset z axis if they fall underground or if they get teleported by lk Better positioning in 1st phase * 10HC update until PP LK defile improved for 10nm (bots sometimes stood 2 close to defile until it grew few times) Improved rotface for HC PP remade for 10HC. Gas cloud is now properly kited Fixed a rare case of server crash when there were ooze and gas cloud alive at same time. Bots will move around puddles according to its size now. Bots that get unboud plague will simply move away from raid and die thus loosing it from raid. Volatile ooze improved stacking. Fixed ranged sometimes glitching thru walls when spreading out from other members. 10HC PP is now doable but its hard without summoning (summoning break gascloud and ooze targets so its easier to do). You need to watch boss so you dont phase 2 soon otherwise you will get 2x ooze and cloud which is almoust always a wipe. If abo is not played near perfection bots will struggle with oozes and gas clouds if they are not slowed on time. Always save energy to slow gas cloud since it will wipe the group if it reach its target. Bots will sometimes stand in puddle, just command them to move and they will figure out what to do. todo (proper malleable handling) * Up until Sindy 10HC BPC added shadow prison handling, bots stop moving if more than 12 stack, tanks more than 18 Improved spreading logic VDW fixed issue where bots in portal wold move at half speed compared to real player * fixed accidental change * LK 10HC update Added Shadow trap logic (if they stand in it, not a big deal since bots wont get yeeted only players will) When harvest soul, only player will be in another dimension (you must survive) **Sindy and LK can be done, but I must dissapoint purist, at my skill level I could not achieve to do HC without using summon or other "cheat" bot functions. Other bosses are all doable now in 10hc * ICC fixes GS, PP; BQL, SINDY Minor fixes, bite action improved * ICC improve Sindy Bots will now choose non beacon position based on difficulty, 10/25 * ICC fixed missing A/H buff Fixed missing ICC buff for A and H Buff will only be present when logged on and in ICC, once any bot or player leave ICC the buff is gone to prevent abuse. This will make ICC easier now and with recent DPS update and movement improvement bots will now actully do decent dps and even greater healing. Ally buff https://www.wowhead.com/wotlk/spell=73828/strength-of-wrynn Horde buff https://www.wowhead.com/wotlk/spell=73822/hellscreams-warsong * revert last change revert buff * ICC improve Rotface Bots will now mark Rotface with skull icon, which will make them focus boss instead of oozes automatically * ICC Festergut 10 Man fix There was a rare case in 10 Man when 2 tanks would get spores which made them both stack at melee spot. Now the code will check if any of the spored player is main tank, if it is, it will stay at melee and other spores will go at ranged spot since off tank doesn't really need to stand near main tank all the time. * ICC BPC major update, fix and improve Fixed main tank sometimes not tanking both bosses (vala and talda) Improved marking of current prince Empowered vortex: bots will now spread out when it is being cast, instead of always spreading(ranged). This will make melee also spread better now since bots will calculate and move to optimal positions. Added Kinetic bomb handling. Hunters will take care of bombs, if no hunter is present then any ranged dps will take care of kinetic bombs. * ICC BQL/VDW major update + minor fixes/improvements LDW improved spreading for ranged, tanks will move boss in the middle of the room now when shield is depleted which will make bots bug less around pillars GS Assist tank will not teleport to enemy ship and will keep tanking adds on our ship now DBS ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum), fixed bug where in 25 man ranged bots would go behind walls, making them unable to dps boss, improved rune of blood tanking Festergut ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum) BQL Melee spread improved, bite logic improved, added swarming shadows logic (not perfect but at least it wont be all over the room anymore), Tanks will properly handle blood mirror now VDW boss and raid healers will be automatically assinged depening by number of healers(if more than 3 healers in group, 2 will focus on raid and others will heal boss, otherwise one healer will heal raid). Druid will be assigned to raid healing if no druid present then some other random heal class. Added rotations for druid healers if they end up healing the boss. Raid healers will not use portals anymore. Healers will come to the ground now after using portals (they were stuck in air) * ICC LK minor update PP Removed pre stacking for ranged when volatile ooze spawn (they will kill it much faster now and only stack if someone actually gets targeted by ooze) LK Hunters will use trnaq shot to remove enrage from shamblings Improved valkyr cc Minimized ping-ponging during winter phase * ICC minor Sindy improve Reduced position tolerances and forced movement for beacon and non beacon positions which will make bots move to spot that they actually need to be at instead of randomly running to sindragosa or beaconed players. * ICC minor update GS Bots will mark mage with skull rti Rotface Fixed bots glitching thru walls and floors (added check if position is valid before moving) PP Bots will mark volatile ooze with skull rti now which will help them focus it and kill asap (usefull for heroic when both volatile ooze and gas cloud are present at the same time) VDW Added default group position in the middle if the room so that bots don't spread out too much which will force them to focus supressers more Fixed Boss healers not keeping themself alive when low on HP * ICC LK minor update Commented out z axis bypass since it was fixed with recent core updates. Bots no longer fall thru buggy platforms so its no longer needed which in return makes valkyrs works as they should. * ICC LM & LDW Improved LM Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Simplified trigger for spike action, since attack logic is handled by skull RTI now. Bots (tanks) will mark spikes with skull RTI, which will make bots instantly switch to Spike targets. If no spike is present, the boss will be marked. Added logic that will make non-tank bots move away from LM to a fixed position behind LM if they happened to be in front of LM (No more insta kills with cleave). If LM is casting Bone Storm, bots will ignore the above logic and do max dps. LDW Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Bots (tanks) will mark adds with skull RTI, which will make bots instantly switch to adds targets. If no spike is present, the boss will be marked, which will help with keeping allies alive when they get mind controlled by LDW. Moved 2nd phase position deeper into the room and reduced boss hp trigger to 95%, which will keep tanks where they should be during 1st phase (sometimes the boss dropped below 98% and tanks would ping pong around the room). Ranged bots will now spread closer to each other now and will ignore spreading if they are 2 far or 2 close to the boss so they can properly reposition. These changes should also fix recent bugs with bots not casting/standing still on LM and LDW. * ICC DBS Improve Replaced attack action with RTI. (Improved DPS) Ranged bots will move away from blood beast if targeted by it now. * ICC Sindragosa and LK Improve Sindragosa Improved tomb los for frost bombs. Bots will now mark tomb with moon rti to avoid killing it too soon. (If they still attack the tomb, simply reset and after bombs are over, simply attack the tomb to kill or mark with a skull.) Main Tank will reset mystic buffet stacks now to avoid tank swapping since it's really unreliable which will make sindy less frustrating to kill (other bots will need to do mechanics properly by hiding behind ice tombs). LK Necrotic plague action Bots will now check before moving to the Shambling if they are in front of the Shambling to avoid getting one shoted by shockwave. Improved multiplier, which will now properly handle dispelling of necrotic plague. Winter phase action Bots will properly move behind adds to avoid getting one shoted by shamblings or raging spirits. If there is a hunter in the grouphunter will focus on spheres; if not, any ranged DPS will focus spheres. Adds action Bots will now be in proper positions during the 1st phase, and when the off tank is done collecting shamblings, it will move away from the group. Bots (non-tanks) will move behind the shambling if they are in front of it to avoid getting one shoted in the 1st phase. Restored action for checking if bots are at ground level, since they were still sometimes glitching through the floor (valkrys will be able to carry bots and drop them off the edge if not killed in time). Improved defile calculations for 10 man and 25 man raids since defile was growing differently for 10 and 25, which would make bots in 25 man move very far away from somewhat small defile puddle. Bots will now properly CC any valkyr that wasn't CC'd, and they won't freak out anymore if multiple valkyrs are present. (They can't tell which valkyr is holding bots/ players, so we should command an attack on valkyrs that are holding someone.) Bots will now run away from Vile Spirits if they are targeted by them during the last phase. * ICC 25HC ldw shades fix Fixed bots could not detect shade if there were multiple present * ICC trigger optimization Optimized trigger and action for: KineticBomb OozePuddle * ICC LK Improve Improved Shadow Trap, Winter phase and 1st phase. Bots will now have fixed positions for 1st phase if no shadow trap is present. Tanks will now take care of taunting adds during winter phase. (Assist tank will collect adds and bring them to main tank, main tank will take over the adds so we have minimal chance of adds rotating towards the raid) Fixed shadow trap detection. * ToC dungeon update Added TOC dungeon strategies for 1st encounter. Other encounters are pretty easy and straightforward so they do not require strategies. They can be all done with follow, reset, summon, attack, skull icon etc... Bots (A/H) will automatically check if they have lance equiped or in inventory. If they don't have lance they will pick it up from nearest lance stand and equip it. Bots will mount nearest mount if they have lance equipped. Once mounted they will keep Defend aura at 3 stacks (top priority). In fight they will cast charge if more than 5f away, they will cast shield break if target has Defended aura active and they will use Thrust if they cant use anything else. In short they will melt any target and enemies wont stand a chance keeping their defend aura up. Once champions are defeated bot will automatically equip best weapon they have in inventory (weapon that was swapped with lance) * ICC minor update LM Bots will now move in smaller increments to get behind boss They will still move towards fixed position, but as soon they are not in front of boss, they will stop moving and do other actions. GS Fixed cannon trigger, now will return true if cannon is 100f from bots. It used to return true all the time. * ToC added Eadric strat bots will look away during radiance cast * ICC LK minor fix fixed crash in icclichkingsaddsaction * ICC GS fix While encountering edge case when playing horde, the logic was to detect mages, there are usually 2 around, but the longer the fight last the bigger the chance that cannons would kill all the mages thus once we kill the mage that was casting deep freeze bots could not execute action that would return them back to the ship, so the boss had the time to nuke them one by one. Even tanks have hard time surviving the boss. I have changed it now (both A/H) so that we keep track of the enemy boss (which is hard if not impossible to kill as main trigger) and we are keeping track of the mage that is actually casting deep freeze, we mark it with skull, and now as soon the mage is dead, bots will remove the mark so there is 0 confusion about what to do next on their side, and they will come back asap. * FoS Improved and fixed, ICC LM, LDW and PP updates FoS Improved/fixed triggers, Improved/fixed actions. Bronjahm Tank will properly kite soul fragment around the room Replaced attack action with skull rti to focus soul fragments Non-tank bots will only try to stay within 10f of boss only once we enter last phase, tank will be in the middle of the room if it is not kiting soul fragment Devourer of Souls DPS bots will stop dps if boss is casting mirrored soul Laser can be easily avoided with follow/summon ICC LM Tank will only move to tank position if it actually have the agro, it used to move there without agro and few of the bots would get killed since tank was unable to reach bot LDW Fixed edge case where tank would be target of shade and it would be unable to move away it from it due to tank position restrictions, now if Tank is targeted by shade it will be able to move and run away from it (in hc this could cause wipes since explosion is aoe + tons of dmg) PP When oozes spawn, tank will move towards green ooze spawn to keep raid near green ooze (faster kill) and far away from gas cloud (better chance to kill if abo didn't manage to slow it) |
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e48c3351d3 |
fix (#1179): resolve bot stuttering in BGs after player death (#1269)
Fixes #1179 This update fixes several issues related to bot behavior in battlegrounds when the player dies and releases spirit: - Removed conflicting strategies (+stay / +follow): Bots were being told to follow and stay simultaneously each tick, causing oscillating movement ("stuttering"). The +stay strategy is now skipped in BGs to allow bots to continue objectives normally. - Disabled follow while in BG: When the player died, bots attempted to return to the player repeatedly, abandoning objective-based movement. PlayerbotAI now sets -follow while in BGs to keep bots engaged with the objectives. - Prevented dead bots from following ghosts: Previously, dead bots would follow ghost players away from the graveyard and potentially miss Rez. Bots now wait at the spirit healer when dead in BGs. - Removed redundant strategy changes and messages in ReleaseSpiritAction as they no longer apply in battleground contexts. |
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0d170f5370 | Fix inventory clear on init quests (#1266) | ||
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f55e95da9d |
fix(#1250): Fix movement animation desync after CC effects This fixes a bug where playerbots fail to display proper movement animations after crowd control effects wear off. When affected by movement-restricting abilities (e.g., Net-o-Matic Projector), bots would abruptly snap between positions instead of transitioning smoothly with walking or running animations. (#1264)
Fix: Better handling of CC state transitions in bot movement:
- Added wasMovementRestricted to track CC status
- Enhanced UpdateMovementState() to detect and react to CC ending
- Triggered movement flag update to fix animation desync
This ensures proper client-server movement synchronization and resolves the visual bug where bots appeared to jump or skip positions. The fix restores the correct movement animation state, replicating the effect previously achieved with the reset or summon commands.
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0574ac5eff |
feature - (#1100) Linking of "trusted" accounts to allow altbot-control apart from own account or guild (#1267)
* Add table to store the security keys for accounts. * Add table to store relationships between accounts. * Add a new configuration option to enable or disable trusted account bots. * add checks for linked accounts * Handle account linking and chat commands * fix uppercase typo * change query & fix chatcommandtable * add missing functions to header * move account linking to updates dir * moved table creation to correct updates folder * use playerbots db instead of character db * fix db * fix install? * remove duplicated logic and add hashing to stored securityKey * add object before call * change chat variable * rename SQL file for correct execution order * add header include for ubuntu compatibility * remove old sql |
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b69ebfbb3c |
ICC GS fix (#1261)
* ICC PP WIP WIP * added mutated plague for PP * BPC added (kinetic and boss targeting need to be done by player) OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own. Tested only on 10NM, should work on 25NM * Tank pos. correction * BQL, ranged spread, link, flame, bite, tanking tested 10NM to do (better fire spread, hc tacti, melee spread when in air) * LDW improved improved shadow logic, ranged spread for easier shadow handling * dbs update, fixed teleporting Bots should only go and teleport to the mage that is actually below zero now * DBS ranged fix Ranged should spread more quickly and freak out less * Festergut && DBS fixed ranged spread (both) fixed spore logic (fester) * Rotface fix Improved big ooze tanking (static pos, todo kiting) ooze explosion spread mechanic fix ooze pool fix Player needs to mark rotface with skull icon, oterwise bots try to attack oozes * BQL fixed for 25nm todo: better melee logic in air phase, better melee flame spread * VDW, Sister Svalna, Sindy update Sister Svalna, bots can pickup spears and throw at svalna when she has shield up VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer) todo (focus on supressers, add healer rotations, atm they use quickest spell they can) Sindragosa Added tank boss manipulation (boss orientation and position) bots detect (buffet, unchained magic and chilled to the bone and act accordingly) bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot) Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count. Player should tell bots with skull rti if they should kill tomb or focus boss. todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss) Removed some debug messages, improved LM spike action (nearest bots also try to help kill it) Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it) dbs improved tank switch I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man 25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps * LK Update (doable) LK added Improved tank switching for all bosses Fixed PP gas cloud kiting Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass BPC fixed OT sometimes not tanking kele kinectic bombs todo (for now player should take care of them) Sindragosa fixed rare case when she is in air phase but tombs went to last phase position LK Bots can handle necrotic Bots can handle adds Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way. Defile should be watched by player and once it was cast just summon bots to you Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done **Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you) all in all LK is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots) Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps, if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals) * fixed changes made by mistake fix * Malleable fix (simple spread mechanic) Malleable mechanic added (simple spread for now) Gas cloud fixed (Bots sometimes got stuck between puddle and kite location) * Defile Update Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them) Melee bots should be able to stand behind/to the flank of shambling/spirits * GS fixed bots not returning to their ship for A and H Bots will return back to ship after killing mage * PP gas cloud kiting improved PP gas cloud kiting improved * BPC targeting fixed Bots will mark valid prince with skull RTI now * BQL added melee spread in air pahse BQL added melee spread * VDW healing rotation improved Healers will now use strong heals and hots * Fixed Necrotic Plague Fixed issue with Necrotic where it would get dispelled too soon, or would not get dispelled at all * LK Update Refined defile logic Added 3 points for ranged and melee in winter phase (east, west, south when facing throne) fixed frost spheres targeting (hunter will focus them) Atm bots will reset z axis if they fall underground or if they get teleported by lk Better positioning in 1st phase * 10HC update until PP LK defile improved for 10nm (bots sometimes stood 2 close to defile until it grew few times) Improved rotface for HC PP remade for 10HC. Gas cloud is now properly kited Fixed a rare case of server crash when there were ooze and gas cloud alive at same time. Bots will move around puddles according to its size now. Bots that get unboud plague will simply move away from raid and die thus loosing it from raid. Volatile ooze improved stacking. Fixed ranged sometimes glitching thru walls when spreading out from other members. 10HC PP is now doable but its hard without summoning (summoning break gascloud and ooze targets so its easier to do). You need to watch boss so you dont phase 2 soon otherwise you will get 2x ooze and cloud which is almoust always a wipe. If abo is not played near perfection bots will struggle with oozes and gas clouds if they are not slowed on time. Always save energy to slow gas cloud since it will wipe the group if it reach its target. Bots will sometimes stand in puddle, just command them to move and they will figure out what to do. todo (proper malleable handling) * Up until Sindy 10HC BPC added shadow prison handling, bots stop moving if more than 12 stack, tanks more than 18 Improved spreading logic VDW fixed issue where bots in portal wold move at half speed compared to real player * fixed accidental change * LK 10HC update Added Shadow trap logic (if they stand in it, not a big deal since bots wont get yeeted only players will) When harvest soul, only player will be in another dimension (you must survive) **Sindy and LK can be done, but I must dissapoint purist, at my skill level I could not achieve to do HC without using summon or other "cheat" bot functions. Other bosses are all doable now in 10hc * ICC fixes GS, PP; BQL, SINDY Minor fixes, bite action improved * ICC improve Sindy Bots will now choose non beacon position based on difficulty, 10/25 * ICC fixed missing A/H buff Fixed missing ICC buff for A and H Buff will only be present when logged on and in ICC, once any bot or player leave ICC the buff is gone to prevent abuse. This will make ICC easier now and with recent DPS update and movement improvement bots will now actully do decent dps and even greater healing. Ally buff https://www.wowhead.com/wotlk/spell=73828/strength-of-wrynn Horde buff https://www.wowhead.com/wotlk/spell=73822/hellscreams-warsong * revert last change revert buff * ICC improve Rotface Bots will now mark Rotface with skull icon, which will make them focus boss instead of oozes automatically * ICC Festergut 10 Man fix There was a rare case in 10 Man when 2 tanks would get spores which made them both stack at melee spot. Now the code will check if any of the spored player is main tank, if it is, it will stay at melee and other spores will go at ranged spot since off tank doesn't really need to stand near main tank all the time. * ICC BPC major update, fix and improve Fixed main tank sometimes not tanking both bosses (vala and talda) Improved marking of current prince Empowered vortex: bots will now spread out when it is being cast, instead of always spreading(ranged). This will make melee also spread better now since bots will calculate and move to optimal positions. Added Kinetic bomb handling. Hunters will take care of bombs, if no hunter is present then any ranged dps will take care of kinetic bombs. * ICC BQL/VDW major update + minor fixes/improvements LDW improved spreading for ranged, tanks will move boss in the middle of the room now when shield is depleted which will make bots bug less around pillars GS Assist tank will not teleport to enemy ship and will keep tanking adds on our ship now DBS ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum), fixed bug where in 25 man ranged bots would go behind walls, making them unable to dps boss, improved rune of blood tanking Festergut ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum) BQL Melee spread improved, bite logic improved, added swarming shadows logic (not perfect but at least it wont be all over the room anymore), Tanks will properly handle blood mirror now VDW boss and raid healers will be automatically assinged depening by number of healers(if more than 3 healers in group, 2 will focus on raid and others will heal boss, otherwise one healer will heal raid). Druid will be assigned to raid healing if no druid present then some other random heal class. Added rotations for druid healers if they end up healing the boss. Raid healers will not use portals anymore. Healers will come to the ground now after using portals (they were stuck in air) * ICC LK minor update PP Removed pre stacking for ranged when volatile ooze spawn (they will kill it much faster now and only stack if someone actually gets targeted by ooze) LK Hunters will use trnaq shot to remove enrage from shamblings Improved valkyr cc Minimized ping-ponging during winter phase * ICC minor Sindy improve Reduced position tolerances and forced movement for beacon and non beacon positions which will make bots move to spot that they actually need to be at instead of randomly running to sindragosa or beaconed players. * ICC minor update GS Bots will mark mage with skull rti Rotface Fixed bots glitching thru walls and floors (added check if position is valid before moving) PP Bots will mark volatile ooze with skull rti now which will help them focus it and kill asap (usefull for heroic when both volatile ooze and gas cloud are present at the same time) VDW Added default group position in the middle if the room so that bots don't spread out too much which will force them to focus supressers more Fixed Boss healers not keeping themself alive when low on HP * ICC LK minor update Commented out z axis bypass since it was fixed with recent core updates. Bots no longer fall thru buggy platforms so its no longer needed which in return makes valkyrs works as they should. * ICC LM & LDW Improved LM Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Simplified trigger for spike action, since attack logic is handled by skull RTI now. Bots (tanks) will mark spikes with skull RTI, which will make bots instantly switch to Spike targets. If no spike is present, the boss will be marked. Added logic that will make non-tank bots move away from LM to a fixed position behind LM if they happened to be in front of LM (No more insta kills with cleave). If LM is casting Bone Storm, bots will ignore the above logic and do max dps. LDW Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Bots (tanks) will mark adds with skull RTI, which will make bots instantly switch to adds targets. If no spike is present, the boss will be marked, which will help with keeping allies alive when they get mind controlled by LDW. Moved 2nd phase position deeper into the room and reduced boss hp trigger to 95%, which will keep tanks where they should be during 1st phase (sometimes the boss dropped below 98% and tanks would ping pong around the room). Ranged bots will now spread closer to each other now and will ignore spreading if they are 2 far or 2 close to the boss so they can properly reposition. These changes should also fix recent bugs with bots not casting/standing still on LM and LDW. * ICC DBS Improve Replaced attack action with RTI. (Improved DPS) Ranged bots will move away from blood beast if targeted by it now. * ICC Sindragosa and LK Improve Sindragosa Improved tomb los for frost bombs. Bots will now mark tomb with moon rti to avoid killing it too soon. (If they still attack the tomb, simply reset and after bombs are over, simply attack the tomb to kill or mark with a skull.) Main Tank will reset mystic buffet stacks now to avoid tank swapping since it's really unreliable which will make sindy less frustrating to kill (other bots will need to do mechanics properly by hiding behind ice tombs). LK Necrotic plague action Bots will now check before moving to the Shambling if they are in front of the Shambling to avoid getting one shoted by shockwave. Improved multiplier, which will now properly handle dispelling of necrotic plague. Winter phase action Bots will properly move behind adds to avoid getting one shoted by shamblings or raging spirits. If there is a hunter in the grouphunter will focus on spheres; if not, any ranged DPS will focus spheres. Adds action Bots will now be in proper positions during the 1st phase, and when the off tank is done collecting shamblings, it will move away from the group. Bots (non-tanks) will move behind the shambling if they are in front of it to avoid getting one shoted in the 1st phase. Restored action for checking if bots are at ground level, since they were still sometimes glitching through the floor (valkrys will be able to carry bots and drop them off the edge if not killed in time). Improved defile calculations for 10 man and 25 man raids since defile was growing differently for 10 and 25, which would make bots in 25 man move very far away from somewhat small defile puddle. Bots will now properly CC any valkyr that wasn't CC'd, and they won't freak out anymore if multiple valkyrs are present. (They can't tell which valkyr is holding bots/ players, so we should command an attack on valkyrs that are holding someone.) Bots will now run away from Vile Spirits if they are targeted by them during the last phase. * ICC 25HC ldw shades fix Fixed bots could not detect shade if there were multiple present * ICC trigger optimization Optimized trigger and action for: KineticBomb OozePuddle * ICC LK Improve Improved Shadow Trap, Winter phase and 1st phase. Bots will now have fixed positions for 1st phase if no shadow trap is present. Tanks will now take care of taunting adds during winter phase. (Assist tank will collect adds and bring them to main tank, main tank will take over the adds so we have minimal chance of adds rotating towards the raid) Fixed shadow trap detection. * ToC dungeon update Added TOC dungeon strategies for 1st encounter. Other encounters are pretty easy and straightforward so they do not require strategies. They can be all done with follow, reset, summon, attack, skull icon etc... Bots (A/H) will automatically check if they have lance equiped or in inventory. If they don't have lance they will pick it up from nearest lance stand and equip it. Bots will mount nearest mount if they have lance equipped. Once mounted they will keep Defend aura at 3 stacks (top priority). In fight they will cast charge if more than 5f away, they will cast shield break if target has Defended aura active and they will use Thrust if they cant use anything else. In short they will melt any target and enemies wont stand a chance keeping their defend aura up. Once champions are defeated bot will automatically equip best weapon they have in inventory (weapon that was swapped with lance) * ICC minor update LM Bots will now move in smaller increments to get behind boss They will still move towards fixed position, but as soon they are not in front of boss, they will stop moving and do other actions. GS Fixed cannon trigger, now will return true if cannon is 100f from bots. It used to return true all the time. * ToC added Eadric strat bots will look away during radiance cast * ICC LK minor fix fixed crash in icclichkingsaddsaction * ICC GS fix While encountering edge case when playing horde, the logic was to detect mages, there are usually 2 around, but the longer the fight last the bigger the chance that cannons would kill all the mages thus once we kill the mage that was casting deep freeze bots could not execute action that would return them back to the ship, so the boss had the time to nuke them one by one. Even tanks have hard time surviving the boss. I have changed it now (both A/H) so that we keep track of the enemy boss (which is hard if not impossible to kill as main trigger) and we are keeping track of the mage that is actually casting deep freeze, we mark it with skull, and now as soon the mage is dead, bots will remove the mark so there is 0 confusion about what to do next on their side, and they will come back asap. |
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2649cc0ad5 |
Comment fix (#1263)
Reflecting changes made a while back about changing the default active bots from 10% to 100%
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1cae1b389e |
ToC dungeon strategies (#1259)
* ICC PP WIP WIP * added mutated plague for PP * BPC added (kinetic and boss targeting need to be done by player) OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own. Tested only on 10NM, should work on 25NM * Tank pos. correction * BQL, ranged spread, link, flame, bite, tanking tested 10NM to do (better fire spread, hc tacti, melee spread when in air) * LDW improved improved shadow logic, ranged spread for easier shadow handling * dbs update, fixed teleporting Bots should only go and teleport to the mage that is actually below zero now * DBS ranged fix Ranged should spread more quickly and freak out less * Festergut && DBS fixed ranged spread (both) fixed spore logic (fester) * Rotface fix Improved big ooze tanking (static pos, todo kiting) ooze explosion spread mechanic fix ooze pool fix Player needs to mark rotface with skull icon, oterwise bots try to attack oozes * BQL fixed for 25nm todo: better melee logic in air phase, better melee flame spread * VDW, Sister Svalna, Sindy update Sister Svalna, bots can pickup spears and throw at svalna when she has shield up VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer) todo (focus on supressers, add healer rotations, atm they use quickest spell they can) Sindragosa Added tank boss manipulation (boss orientation and position) bots detect (buffet, unchained magic and chilled to the bone and act accordingly) bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot) Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count. Player should tell bots with skull rti if they should kill tomb or focus boss. todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss) Removed some debug messages, improved LM spike action (nearest bots also try to help kill it) Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it) dbs improved tank switch I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man 25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps * LK Update (doable) LK added Improved tank switching for all bosses Fixed PP gas cloud kiting Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass BPC fixed OT sometimes not tanking kele kinectic bombs todo (for now player should take care of them) Sindragosa fixed rare case when she is in air phase but tombs went to last phase position LK Bots can handle necrotic Bots can handle adds Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way. Defile should be watched by player and once it was cast just summon bots to you Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done **Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you) all in all LK is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots) Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps, if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals) * fixed changes made by mistake fix * Malleable fix (simple spread mechanic) Malleable mechanic added (simple spread for now) Gas cloud fixed (Bots sometimes got stuck between puddle and kite location) * Defile Update Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them) Melee bots should be able to stand behind/to the flank of shambling/spirits * GS fixed bots not returning to their ship for A and H Bots will return back to ship after killing mage * PP gas cloud kiting improved PP gas cloud kiting improved * BPC targeting fixed Bots will mark valid prince with skull RTI now * BQL added melee spread in air pahse BQL added melee spread * VDW healing rotation improved Healers will now use strong heals and hots * Fixed Necrotic Plague Fixed issue with Necrotic where it would get dispelled too soon, or would not get dispelled at all * LK Update Refined defile logic Added 3 points for ranged and melee in winter phase (east, west, south when facing throne) fixed frost spheres targeting (hunter will focus them) Atm bots will reset z axis if they fall underground or if they get teleported by lk Better positioning in 1st phase * 10HC update until PP LK defile improved for 10nm (bots sometimes stood 2 close to defile until it grew few times) Improved rotface for HC PP remade for 10HC. Gas cloud is now properly kited Fixed a rare case of server crash when there were ooze and gas cloud alive at same time. Bots will move around puddles according to its size now. Bots that get unboud plague will simply move away from raid and die thus loosing it from raid. Volatile ooze improved stacking. Fixed ranged sometimes glitching thru walls when spreading out from other members. 10HC PP is now doable but its hard without summoning (summoning break gascloud and ooze targets so its easier to do). You need to watch boss so you dont phase 2 soon otherwise you will get 2x ooze and cloud which is almoust always a wipe. If abo is not played near perfection bots will struggle with oozes and gas clouds if they are not slowed on time. Always save energy to slow gas cloud since it will wipe the group if it reach its target. Bots will sometimes stand in puddle, just command them to move and they will figure out what to do. todo (proper malleable handling) * Up until Sindy 10HC BPC added shadow prison handling, bots stop moving if more than 12 stack, tanks more than 18 Improved spreading logic VDW fixed issue where bots in portal wold move at half speed compared to real player * fixed accidental change * LK 10HC update Added Shadow trap logic (if they stand in it, not a big deal since bots wont get yeeted only players will) When harvest soul, only player will be in another dimension (you must survive) **Sindy and LK can be done, but I must dissapoint purist, at my skill level I could not achieve to do HC without using summon or other "cheat" bot functions. Other bosses are all doable now in 10hc * ICC fixes GS, PP; BQL, SINDY Minor fixes, bite action improved * ICC improve Sindy Bots will now choose non beacon position based on difficulty, 10/25 * ICC fixed missing A/H buff Fixed missing ICC buff for A and H Buff will only be present when logged on and in ICC, once any bot or player leave ICC the buff is gone to prevent abuse. This will make ICC easier now and with recent DPS update and movement improvement bots will now actully do decent dps and even greater healing. Ally buff https://www.wowhead.com/wotlk/spell=73828/strength-of-wrynn Horde buff https://www.wowhead.com/wotlk/spell=73822/hellscreams-warsong * revert last change revert buff * ICC improve Rotface Bots will now mark Rotface with skull icon, which will make them focus boss instead of oozes automatically * ICC Festergut 10 Man fix There was a rare case in 10 Man when 2 tanks would get spores which made them both stack at melee spot. Now the code will check if any of the spored player is main tank, if it is, it will stay at melee and other spores will go at ranged spot since off tank doesn't really need to stand near main tank all the time. * ICC BPC major update, fix and improve Fixed main tank sometimes not tanking both bosses (vala and talda) Improved marking of current prince Empowered vortex: bots will now spread out when it is being cast, instead of always spreading(ranged). This will make melee also spread better now since bots will calculate and move to optimal positions. Added Kinetic bomb handling. Hunters will take care of bombs, if no hunter is present then any ranged dps will take care of kinetic bombs. * ICC BQL/VDW major update + minor fixes/improvements LDW improved spreading for ranged, tanks will move boss in the middle of the room now when shield is depleted which will make bots bug less around pillars GS Assist tank will not teleport to enemy ship and will keep tanking adds on our ship now DBS ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum), fixed bug where in 25 man ranged bots would go behind walls, making them unable to dps boss, improved rune of blood tanking Festergut ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum) BQL Melee spread improved, bite logic improved, added swarming shadows logic (not perfect but at least it wont be all over the room anymore), Tanks will properly handle blood mirror now VDW boss and raid healers will be automatically assinged depening by number of healers(if more than 3 healers in group, 2 will focus on raid and others will heal boss, otherwise one healer will heal raid). Druid will be assigned to raid healing if no druid present then some other random heal class. Added rotations for druid healers if they end up healing the boss. Raid healers will not use portals anymore. Healers will come to the ground now after using portals (they were stuck in air) * ICC LK minor update PP Removed pre stacking for ranged when volatile ooze spawn (they will kill it much faster now and only stack if someone actually gets targeted by ooze) LK Hunters will use trnaq shot to remove enrage from shamblings Improved valkyr cc Minimized ping-ponging during winter phase * ICC minor Sindy improve Reduced position tolerances and forced movement for beacon and non beacon positions which will make bots move to spot that they actually need to be at instead of randomly running to sindragosa or beaconed players. * ICC minor update GS Bots will mark mage with skull rti Rotface Fixed bots glitching thru walls and floors (added check if position is valid before moving) PP Bots will mark volatile ooze with skull rti now which will help them focus it and kill asap (usefull for heroic when both volatile ooze and gas cloud are present at the same time) VDW Added default group position in the middle if the room so that bots don't spread out too much which will force them to focus supressers more Fixed Boss healers not keeping themself alive when low on HP * ICC LK minor update Commented out z axis bypass since it was fixed with recent core updates. Bots no longer fall thru buggy platforms so its no longer needed which in return makes valkyrs works as they should. * ICC LM & LDW Improved LM Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Simplified trigger for spike action, since attack logic is handled by skull RTI now. Bots (tanks) will mark spikes with skull RTI, which will make bots instantly switch to Spike targets. If no spike is present, the boss will be marked. Added logic that will make non-tank bots move away from LM to a fixed position behind LM if they happened to be in front of LM (No more insta kills with cleave). If LM is casting Bone Storm, bots will ignore the above logic and do max dps. LDW Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Bots (tanks) will mark adds with skull RTI, which will make bots instantly switch to adds targets. If no spike is present, the boss will be marked, which will help with keeping allies alive when they get mind controlled by LDW. Moved 2nd phase position deeper into the room and reduced boss hp trigger to 95%, which will keep tanks where they should be during 1st phase (sometimes the boss dropped below 98% and tanks would ping pong around the room). Ranged bots will now spread closer to each other now and will ignore spreading if they are 2 far or 2 close to the boss so they can properly reposition. These changes should also fix recent bugs with bots not casting/standing still on LM and LDW. * ICC DBS Improve Replaced attack action with RTI. (Improved DPS) Ranged bots will move away from blood beast if targeted by it now. * ICC Sindragosa and LK Improve Sindragosa Improved tomb los for frost bombs. Bots will now mark tomb with moon rti to avoid killing it too soon. (If they still attack the tomb, simply reset and after bombs are over, simply attack the tomb to kill or mark with a skull.) Main Tank will reset mystic buffet stacks now to avoid tank swapping since it's really unreliable which will make sindy less frustrating to kill (other bots will need to do mechanics properly by hiding behind ice tombs). LK Necrotic plague action Bots will now check before moving to the Shambling if they are in front of the Shambling to avoid getting one shoted by shockwave. Improved multiplier, which will now properly handle dispelling of necrotic plague. Winter phase action Bots will properly move behind adds to avoid getting one shoted by shamblings or raging spirits. If there is a hunter in the grouphunter will focus on spheres; if not, any ranged DPS will focus spheres. Adds action Bots will now be in proper positions during the 1st phase, and when the off tank is done collecting shamblings, it will move away from the group. Bots (non-tanks) will move behind the shambling if they are in front of it to avoid getting one shoted in the 1st phase. Restored action for checking if bots are at ground level, since they were still sometimes glitching through the floor (valkrys will be able to carry bots and drop them off the edge if not killed in time). Improved defile calculations for 10 man and 25 man raids since defile was growing differently for 10 and 25, which would make bots in 25 man move very far away from somewhat small defile puddle. Bots will now properly CC any valkyr that wasn't CC'd, and they won't freak out anymore if multiple valkyrs are present. (They can't tell which valkyr is holding bots/ players, so we should command an attack on valkyrs that are holding someone.) Bots will now run away from Vile Spirits if they are targeted by them during the last phase. * ICC 25HC ldw shades fix Fixed bots could not detect shade if there were multiple present * ICC trigger optimization Optimized trigger and action for: KineticBomb OozePuddle * ICC LK Improve Improved Shadow Trap, Winter phase and 1st phase. Bots will now have fixed positions for 1st phase if no shadow trap is present. Tanks will now take care of taunting adds during winter phase. (Assist tank will collect adds and bring them to main tank, main tank will take over the adds so we have minimal chance of adds rotating towards the raid) Fixed shadow trap detection. * ToC dungeon update Added TOC dungeon strategies for 1st encounter. Other encounters are pretty easy and straightforward so they do not require strategies. They can be all done with follow, reset, summon, attack, skull icon etc... Bots (A/H) will automatically check if they have lance equiped or in inventory. If they don't have lance they will pick it up from nearest lance stand and equip it. Bots will mount nearest mount if they have lance equipped. Once mounted they will keep Defend aura at 3 stacks (top priority). In fight they will cast charge if more than 5f away, they will cast shield break if target has Defended aura active and they will use Thrust if they cant use anything else. In short they will melt any target and enemies wont stand a chance keeping their defend aura up. Once champions are defeated bot will automatically equip best weapon they have in inventory (weapon that was swapped with lance) * ICC minor update LM Bots will now move in smaller increments to get behind boss They will still move towards fixed position, but as soon they are not in front of boss, they will stop moving and do other actions. GS Fixed cannon trigger, now will return true if cannon is 100f from bots. It used to return true all the time. * ToC added Eadric strat bots will look away during radiance cast * ICC LK minor fix fixed crash in icclichkingsaddsaction |
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707210f6a5 | fixing multiple 'unused variable' warnings (#1224) | ||
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6fc02a4429 |
ICC LK Improve (#1256)
* ICC PP WIP WIP * added mutated plague for PP * BPC added (kinetic and boss targeting need to be done by player) OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own. Tested only on 10NM, should work on 25NM * Tank pos. correction * BQL, ranged spread, link, flame, bite, tanking tested 10NM to do (better fire spread, hc tacti, melee spread when in air) * LDW improved improved shadow logic, ranged spread for easier shadow handling * dbs update, fixed teleporting Bots should only go and teleport to the mage that is actually below zero now * DBS ranged fix Ranged should spread more quickly and freak out less * Festergut && DBS fixed ranged spread (both) fixed spore logic (fester) * Rotface fix Improved big ooze tanking (static pos, todo kiting) ooze explosion spread mechanic fix ooze pool fix Player needs to mark rotface with skull icon, oterwise bots try to attack oozes * BQL fixed for 25nm todo: better melee logic in air phase, better melee flame spread * VDW, Sister Svalna, Sindy update Sister Svalna, bots can pickup spears and throw at svalna when she has shield up VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer) todo (focus on supressers, add healer rotations, atm they use quickest spell they can) Sindragosa Added tank boss manipulation (boss orientation and position) bots detect (buffet, unchained magic and chilled to the bone and act accordingly) bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot) Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count. Player should tell bots with skull rti if they should kill tomb or focus boss. todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss) Removed some debug messages, improved LM spike action (nearest bots also try to help kill it) Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it) dbs improved tank switch I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man 25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps * LK Update (doable) LK added Improved tank switching for all bosses Fixed PP gas cloud kiting Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass BPC fixed OT sometimes not tanking kele kinectic bombs todo (for now player should take care of them) Sindragosa fixed rare case when she is in air phase but tombs went to last phase position LK Bots can handle necrotic Bots can handle adds Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way. Defile should be watched by player and once it was cast just summon bots to you Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done **Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you) all in all LK is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots) Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps, if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals) * fixed changes made by mistake fix * Malleable fix (simple spread mechanic) Malleable mechanic added (simple spread for now) Gas cloud fixed (Bots sometimes got stuck between puddle and kite location) * Defile Update Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them) Melee bots should be able to stand behind/to the flank of shambling/spirits * GS fixed bots not returning to their ship for A and H Bots will return back to ship after killing mage * PP gas cloud kiting improved PP gas cloud kiting improved * BPC targeting fixed Bots will mark valid prince with skull RTI now * BQL added melee spread in air pahse BQL added melee spread * VDW healing rotation improved Healers will now use strong heals and hots * Fixed Necrotic Plague Fixed issue with Necrotic where it would get dispelled too soon, or would not get dispelled at all * LK Update Refined defile logic Added 3 points for ranged and melee in winter phase (east, west, south when facing throne) fixed frost spheres targeting (hunter will focus them) Atm bots will reset z axis if they fall underground or if they get teleported by lk Better positioning in 1st phase * 10HC update until PP LK defile improved for 10nm (bots sometimes stood 2 close to defile until it grew few times) Improved rotface for HC PP remade for 10HC. Gas cloud is now properly kited Fixed a rare case of server crash when there were ooze and gas cloud alive at same time. Bots will move around puddles according to its size now. Bots that get unboud plague will simply move away from raid and die thus loosing it from raid. Volatile ooze improved stacking. Fixed ranged sometimes glitching thru walls when spreading out from other members. 10HC PP is now doable but its hard without summoning (summoning break gascloud and ooze targets so its easier to do). You need to watch boss so you dont phase 2 soon otherwise you will get 2x ooze and cloud which is almoust always a wipe. If abo is not played near perfection bots will struggle with oozes and gas clouds if they are not slowed on time. Always save energy to slow gas cloud since it will wipe the group if it reach its target. Bots will sometimes stand in puddle, just command them to move and they will figure out what to do. todo (proper malleable handling) * Up until Sindy 10HC BPC added shadow prison handling, bots stop moving if more than 12 stack, tanks more than 18 Improved spreading logic VDW fixed issue where bots in portal wold move at half speed compared to real player * fixed accidental change * LK 10HC update Added Shadow trap logic (if they stand in it, not a big deal since bots wont get yeeted only players will) When harvest soul, only player will be in another dimension (you must survive) **Sindy and LK can be done, but I must dissapoint purist, at my skill level I could not achieve to do HC without using summon or other "cheat" bot functions. Other bosses are all doable now in 10hc * ICC fixes GS, PP; BQL, SINDY Minor fixes, bite action improved * ICC improve Sindy Bots will now choose non beacon position based on difficulty, 10/25 * ICC fixed missing A/H buff Fixed missing ICC buff for A and H Buff will only be present when logged on and in ICC, once any bot or player leave ICC the buff is gone to prevent abuse. This will make ICC easier now and with recent DPS update and movement improvement bots will now actully do decent dps and even greater healing. Ally buff https://www.wowhead.com/wotlk/spell=73828/strength-of-wrynn Horde buff https://www.wowhead.com/wotlk/spell=73822/hellscreams-warsong * revert last change revert buff * ICC improve Rotface Bots will now mark Rotface with skull icon, which will make them focus boss instead of oozes automatically * ICC Festergut 10 Man fix There was a rare case in 10 Man when 2 tanks would get spores which made them both stack at melee spot. Now the code will check if any of the spored player is main tank, if it is, it will stay at melee and other spores will go at ranged spot since off tank doesn't really need to stand near main tank all the time. * ICC BPC major update, fix and improve Fixed main tank sometimes not tanking both bosses (vala and talda) Improved marking of current prince Empowered vortex: bots will now spread out when it is being cast, instead of always spreading(ranged). This will make melee also spread better now since bots will calculate and move to optimal positions. Added Kinetic bomb handling. Hunters will take care of bombs, if no hunter is present then any ranged dps will take care of kinetic bombs. * ICC BQL/VDW major update + minor fixes/improvements LDW improved spreading for ranged, tanks will move boss in the middle of the room now when shield is depleted which will make bots bug less around pillars GS Assist tank will not teleport to enemy ship and will keep tanking adds on our ship now DBS ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum), fixed bug where in 25 man ranged bots would go behind walls, making them unable to dps boss, improved rune of blood tanking Festergut ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum) BQL Melee spread improved, bite logic improved, added swarming shadows logic (not perfect but at least it wont be all over the room anymore), Tanks will properly handle blood mirror now VDW boss and raid healers will be automatically assinged depening by number of healers(if more than 3 healers in group, 2 will focus on raid and others will heal boss, otherwise one healer will heal raid). Druid will be assigned to raid healing if no druid present then some other random heal class. Added rotations for druid healers if they end up healing the boss. Raid healers will not use portals anymore. Healers will come to the ground now after using portals (they were stuck in air) * ICC LK minor update PP Removed pre stacking for ranged when volatile ooze spawn (they will kill it much faster now and only stack if someone actually gets targeted by ooze) LK Hunters will use trnaq shot to remove enrage from shamblings Improved valkyr cc Minimized ping-ponging during winter phase * ICC minor Sindy improve Reduced position tolerances and forced movement for beacon and non beacon positions which will make bots move to spot that they actually need to be at instead of randomly running to sindragosa or beaconed players. * ICC minor update GS Bots will mark mage with skull rti Rotface Fixed bots glitching thru walls and floors (added check if position is valid before moving) PP Bots will mark volatile ooze with skull rti now which will help them focus it and kill asap (usefull for heroic when both volatile ooze and gas cloud are present at the same time) VDW Added default group position in the middle if the room so that bots don't spread out too much which will force them to focus supressers more Fixed Boss healers not keeping themself alive when low on HP * ICC LK minor update Commented out z axis bypass since it was fixed with recent core updates. Bots no longer fall thru buggy platforms so its no longer needed which in return makes valkyrs works as they should. * ICC LM & LDW Improved LM Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Simplified trigger for spike action, since attack logic is handled by skull RTI now. Bots (tanks) will mark spikes with skull RTI, which will make bots instantly switch to Spike targets. If no spike is present, the boss will be marked. Added logic that will make non-tank bots move away from LM to a fixed position behind LM if they happened to be in front of LM (No more insta kills with cleave). If LM is casting Bone Storm, bots will ignore the above logic and do max dps. LDW Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Bots (tanks) will mark adds with skull RTI, which will make bots instantly switch to adds targets. If no spike is present, the boss will be marked, which will help with keeping allies alive when they get mind controlled by LDW. Moved 2nd phase position deeper into the room and reduced boss hp trigger to 95%, which will keep tanks where they should be during 1st phase (sometimes the boss dropped below 98% and tanks would ping pong around the room). Ranged bots will now spread closer to each other now and will ignore spreading if they are 2 far or 2 close to the boss so they can properly reposition. These changes should also fix recent bugs with bots not casting/standing still on LM and LDW. * ICC DBS Improve Replaced attack action with RTI. (Improved DPS) Ranged bots will move away from blood beast if targeted by it now. * ICC Sindragosa and LK Improve Sindragosa Improved tomb los for frost bombs. Bots will now mark tomb with moon rti to avoid killing it too soon. (If they still attack the tomb, simply reset and after bombs are over, simply attack the tomb to kill or mark with a skull.) Main Tank will reset mystic buffet stacks now to avoid tank swapping since it's really unreliable which will make sindy less frustrating to kill (other bots will need to do mechanics properly by hiding behind ice tombs). LK Necrotic plague action Bots will now check before moving to the Shambling if they are in front of the Shambling to avoid getting one shoted by shockwave. Improved multiplier, which will now properly handle dispelling of necrotic plague. Winter phase action Bots will properly move behind adds to avoid getting one shoted by shamblings or raging spirits. If there is a hunter in the grouphunter will focus on spheres; if not, any ranged DPS will focus spheres. Adds action Bots will now be in proper positions during the 1st phase, and when the off tank is done collecting shamblings, it will move away from the group. Bots (non-tanks) will move behind the shambling if they are in front of it to avoid getting one shoted in the 1st phase. Restored action for checking if bots are at ground level, since they were still sometimes glitching through the floor (valkrys will be able to carry bots and drop them off the edge if not killed in time). Improved defile calculations for 10 man and 25 man raids since defile was growing differently for 10 and 25, which would make bots in 25 man move very far away from somewhat small defile puddle. Bots will now properly CC any valkyr that wasn't CC'd, and they won't freak out anymore if multiple valkyrs are present. (They can't tell which valkyr is holding bots/ players, so we should command an attack on valkyrs that are holding someone.) Bots will now run away from Vile Spirits if they are targeted by them during the last phase. * ICC 25HC ldw shades fix Fixed bots could not detect shade if there were multiple present * ICC trigger optimization Optimized trigger and action for: KineticBomb OozePuddle * ICC LK Improve Improved Shadow Trap, Winter phase and 1st phase. Bots will now have fixed positions for 1st phase if no shadow trap is present. Tanks will now take care of taunting adds during winter phase. (Assist tank will collect adds and bring them to main tank, main tank will take over the adds so we have minimal chance of adds rotating towards the raid) Fixed shadow trap detection. |
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0e8a19b2fa | check if already exist before apply (#1254) | ||
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20e8ad21d5 |
ICC BQL crash fix and trigger/action optimization (#1252)
* ICC PP WIP WIP * added mutated plague for PP * BPC added (kinetic and boss targeting need to be done by player) OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own. Tested only on 10NM, should work on 25NM * Tank pos. correction * BQL, ranged spread, link, flame, bite, tanking tested 10NM to do (better fire spread, hc tacti, melee spread when in air) * LDW improved improved shadow logic, ranged spread for easier shadow handling * dbs update, fixed teleporting Bots should only go and teleport to the mage that is actually below zero now * DBS ranged fix Ranged should spread more quickly and freak out less * Festergut && DBS fixed ranged spread (both) fixed spore logic (fester) * Rotface fix Improved big ooze tanking (static pos, todo kiting) ooze explosion spread mechanic fix ooze pool fix Player needs to mark rotface with skull icon, oterwise bots try to attack oozes * BQL fixed for 25nm todo: better melee logic in air phase, better melee flame spread * VDW, Sister Svalna, Sindy update Sister Svalna, bots can pickup spears and throw at svalna when she has shield up VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer) todo (focus on supressers, add healer rotations, atm they use quickest spell they can) Sindragosa Added tank boss manipulation (boss orientation and position) bots detect (buffet, unchained magic and chilled to the bone and act accordingly) bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot) Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count. Player should tell bots with skull rti if they should kill tomb or focus boss. todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss) Removed some debug messages, improved LM spike action (nearest bots also try to help kill it) Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it) dbs improved tank switch I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man 25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps * LK Update (doable) LK added Improved tank switching for all bosses Fixed PP gas cloud kiting Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass BPC fixed OT sometimes not tanking kele kinectic bombs todo (for now player should take care of them) Sindragosa fixed rare case when she is in air phase but tombs went to last phase position LK Bots can handle necrotic Bots can handle adds Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way. Defile should be watched by player and once it was cast just summon bots to you Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done **Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you) all in all LK is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots) Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps, if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals) * fixed changes made by mistake fix * Malleable fix (simple spread mechanic) Malleable mechanic added (simple spread for now) Gas cloud fixed (Bots sometimes got stuck between puddle and kite location) * Defile Update Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them) Melee bots should be able to stand behind/to the flank of shambling/spirits * GS fixed bots not returning to their ship for A and H Bots will return back to ship after killing mage * PP gas cloud kiting improved PP gas cloud kiting improved * BPC targeting fixed Bots will mark valid prince with skull RTI now * BQL added melee spread in air pahse BQL added melee spread * VDW healing rotation improved Healers will now use strong heals and hots * Fixed Necrotic Plague Fixed issue with Necrotic where it would get dispelled too soon, or would not get dispelled at all * LK Update Refined defile logic Added 3 points for ranged and melee in winter phase (east, west, south when facing throne) fixed frost spheres targeting (hunter will focus them) Atm bots will reset z axis if they fall underground or if they get teleported by lk Better positioning in 1st phase * 10HC update until PP LK defile improved for 10nm (bots sometimes stood 2 close to defile until it grew few times) Improved rotface for HC PP remade for 10HC. Gas cloud is now properly kited Fixed a rare case of server crash when there were ooze and gas cloud alive at same time. Bots will move around puddles according to its size now. Bots that get unboud plague will simply move away from raid and die thus loosing it from raid. Volatile ooze improved stacking. Fixed ranged sometimes glitching thru walls when spreading out from other members. 10HC PP is now doable but its hard without summoning (summoning break gascloud and ooze targets so its easier to do). You need to watch boss so you dont phase 2 soon otherwise you will get 2x ooze and cloud which is almoust always a wipe. If abo is not played near perfection bots will struggle with oozes and gas clouds if they are not slowed on time. Always save energy to slow gas cloud since it will wipe the group if it reach its target. Bots will sometimes stand in puddle, just command them to move and they will figure out what to do. todo (proper malleable handling) * Up until Sindy 10HC BPC added shadow prison handling, bots stop moving if more than 12 stack, tanks more than 18 Improved spreading logic VDW fixed issue where bots in portal wold move at half speed compared to real player * fixed accidental change * LK 10HC update Added Shadow trap logic (if they stand in it, not a big deal since bots wont get yeeted only players will) When harvest soul, only player will be in another dimension (you must survive) **Sindy and LK can be done, but I must dissapoint purist, at my skill level I could not achieve to do HC without using summon or other "cheat" bot functions. Other bosses are all doable now in 10hc * ICC fixes GS, PP; BQL, SINDY Minor fixes, bite action improved * ICC improve Sindy Bots will now choose non beacon position based on difficulty, 10/25 * ICC fixed missing A/H buff Fixed missing ICC buff for A and H Buff will only be present when logged on and in ICC, once any bot or player leave ICC the buff is gone to prevent abuse. This will make ICC easier now and with recent DPS update and movement improvement bots will now actully do decent dps and even greater healing. Ally buff https://www.wowhead.com/wotlk/spell=73828/strength-of-wrynn Horde buff https://www.wowhead.com/wotlk/spell=73822/hellscreams-warsong * revert last change revert buff * ICC improve Rotface Bots will now mark Rotface with skull icon, which will make them focus boss instead of oozes automatically * ICC Festergut 10 Man fix There was a rare case in 10 Man when 2 tanks would get spores which made them both stack at melee spot. Now the code will check if any of the spored player is main tank, if it is, it will stay at melee and other spores will go at ranged spot since off tank doesn't really need to stand near main tank all the time. * ICC BPC major update, fix and improve Fixed main tank sometimes not tanking both bosses (vala and talda) Improved marking of current prince Empowered vortex: bots will now spread out when it is being cast, instead of always spreading(ranged). This will make melee also spread better now since bots will calculate and move to optimal positions. Added Kinetic bomb handling. Hunters will take care of bombs, if no hunter is present then any ranged dps will take care of kinetic bombs. * ICC BQL/VDW major update + minor fixes/improvements LDW improved spreading for ranged, tanks will move boss in the middle of the room now when shield is depleted which will make bots bug less around pillars GS Assist tank will not teleport to enemy ship and will keep tanking adds on our ship now DBS ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum), fixed bug where in 25 man ranged bots would go behind walls, making them unable to dps boss, improved rune of blood tanking Festergut ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum) BQL Melee spread improved, bite logic improved, added swarming shadows logic (not perfect but at least it wont be all over the room anymore), Tanks will properly handle blood mirror now VDW boss and raid healers will be automatically assinged depening by number of healers(if more than 3 healers in group, 2 will focus on raid and others will heal boss, otherwise one healer will heal raid). Druid will be assigned to raid healing if no druid present then some other random heal class. Added rotations for druid healers if they end up healing the boss. Raid healers will not use portals anymore. Healers will come to the ground now after using portals (they were stuck in air) * ICC LK minor update PP Removed pre stacking for ranged when volatile ooze spawn (they will kill it much faster now and only stack if someone actually gets targeted by ooze) LK Hunters will use trnaq shot to remove enrage from shamblings Improved valkyr cc Minimized ping-ponging during winter phase * ICC minor Sindy improve Reduced position tolerances and forced movement for beacon and non beacon positions which will make bots move to spot that they actually need to be at instead of randomly running to sindragosa or beaconed players. * ICC minor update GS Bots will mark mage with skull rti Rotface Fixed bots glitching thru walls and floors (added check if position is valid before moving) PP Bots will mark volatile ooze with skull rti now which will help them focus it and kill asap (usefull for heroic when both volatile ooze and gas cloud are present at the same time) VDW Added default group position in the middle if the room so that bots don't spread out too much which will force them to focus supressers more Fixed Boss healers not keeping themself alive when low on HP * ICC LK minor update Commented out z axis bypass since it was fixed with recent core updates. Bots no longer fall thru buggy platforms so its no longer needed which in return makes valkyrs works as they should. * ICC LM & LDW Improved LM Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Simplified trigger for spike action, since attack logic is handled by skull RTI now. Bots (tanks) will mark spikes with skull RTI, which will make bots instantly switch to Spike targets. If no spike is present, the boss will be marked. Added logic that will make non-tank bots move away from LM to a fixed position behind LM if they happened to be in front of LM (No more insta kills with cleave). If LM is casting Bone Storm, bots will ignore the above logic and do max dps. LDW Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Bots (tanks) will mark adds with skull RTI, which will make bots instantly switch to adds targets. If no spike is present, the boss will be marked, which will help with keeping allies alive when they get mind controlled by LDW. Moved 2nd phase position deeper into the room and reduced boss hp trigger to 95%, which will keep tanks where they should be during 1st phase (sometimes the boss dropped below 98% and tanks would ping pong around the room). Ranged bots will now spread closer to each other now and will ignore spreading if they are 2 far or 2 close to the boss so they can properly reposition. These changes should also fix recent bugs with bots not casting/standing still on LM and LDW. * ICC DBS Improve Replaced attack action with RTI. (Improved DPS) Ranged bots will move away from blood beast if targeted by it now. * ICC Sindragosa and LK Improve Sindragosa Improved tomb los for frost bombs. Bots will now mark tomb with moon rti to avoid killing it too soon. (If they still attack the tomb, simply reset and after bombs are over, simply attack the tomb to kill or mark with a skull.) Main Tank will reset mystic buffet stacks now to avoid tank swapping since it's really unreliable which will make sindy less frustrating to kill (other bots will need to do mechanics properly by hiding behind ice tombs). LK Necrotic plague action Bots will now check before moving to the Shambling if they are in front of the Shambling to avoid getting one shoted by shockwave. Improved multiplier, which will now properly handle dispelling of necrotic plague. Winter phase action Bots will properly move behind adds to avoid getting one shoted by shamblings or raging spirits. If there is a hunter in the grouphunter will focus on spheres; if not, any ranged DPS will focus spheres. Adds action Bots will now be in proper positions during the 1st phase, and when the off tank is done collecting shamblings, it will move away from the group. Bots (non-tanks) will move behind the shambling if they are in front of it to avoid getting one shoted in the 1st phase. Restored action for checking if bots are at ground level, since they were still sometimes glitching through the floor (valkrys will be able to carry bots and drop them off the edge if not killed in time). Improved defile calculations for 10 man and 25 man raids since defile was growing differently for 10 and 25, which would make bots in 25 man move very far away from somewhat small defile puddle. Bots will now properly CC any valkyr that wasn't CC'd, and they won't freak out anymore if multiple valkyrs are present. (They can't tell which valkyr is holding bots/ players, so we should command an attack on valkyrs that are holding someone.) Bots will now run away from Vile Spirits if they are targeted by them during the last phase. * ICC 25HC ldw shades fix Fixed bots could not detect shade if there were multiple present * ICC trigger optimization Optimized trigger and action for: KineticBomb OozePuddle |
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c1cbef40d7 |
Name fix (#1248)
Update and rename 2025_04_26.sql to 2025_04_26_00.sql |
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1e93d14152 |
Add index on playerbots_random_bots to reduce deadlocks (#1247)
This commit adds a missing composite index on the `playerbots_random_bots` table (`owner`, `bot`, `event`) to improve database performance during high playerbot activity. Adding this index significantly reduces the occurrence of deadlocks when multiple threads access the random bots table simultaneously. The change is 100% backward-compatible and does not affect existing data or functionality. |
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fc9555b7d4 | Travel: Fixed crash when trying to travel in maps with no nodes (#1171) | ||
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6d24db6999 |
Introduction of the SafeLearn(spellId) lambda that checks if the bot … (#1226)
* Introduction of the SafeLearn(spellId) lambda that checks if the bot already knows the spell before learning it. This PR adds a safety check to the mount skill learning process in PlayerbotFactory::InitSkills, using a SafeLearn lambda to prevent the bot from trying to learn spells it already has. This fixes error messages like Duplicate entry when using the .bot init command. * Check the bank and avoid error * . * fix |
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d8436b8270 |
- Added generic boss aura triggers and actions (#1242)
- Added Freya strategy - Added or updated aura resistance strategies for ulduar |
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34a888978e |
Fix: Prevent concurrent bot initializations during .playerbot init= commands (#1227)
A simple RAII mechanism with std::unordered_set<ObjectGuid> to track GUIDs of init bots. Ensures that multiple threads or calls do not execute PlayerbotFactory::Randomize() logic at the same time for the same bot. |
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a5e0e6f5cf | Update LfgActions.cpp (#1225) | ||
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96d9b346c1 |
Crash fix for teleport action (#1245)
* - Crash fix for teleport action * - Revert logic |
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ca4897360f |
ICC 25HC LDW shade fix (#1241)
* ICC PP WIP WIP * added mutated plague for PP * BPC added (kinetic and boss targeting need to be done by player) OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own. Tested only on 10NM, should work on 25NM * Tank pos. correction * BQL, ranged spread, link, flame, bite, tanking tested 10NM to do (better fire spread, hc tacti, melee spread when in air) * LDW improved improved shadow logic, ranged spread for easier shadow handling * dbs update, fixed teleporting Bots should only go and teleport to the mage that is actually below zero now * DBS ranged fix Ranged should spread more quickly and freak out less * Festergut && DBS fixed ranged spread (both) fixed spore logic (fester) * Rotface fix Improved big ooze tanking (static pos, todo kiting) ooze explosion spread mechanic fix ooze pool fix Player needs to mark rotface with skull icon, oterwise bots try to attack oozes * BQL fixed for 25nm todo: better melee logic in air phase, better melee flame spread * VDW, Sister Svalna, Sindy update Sister Svalna, bots can pickup spears and throw at svalna when she has shield up VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer) todo (focus on supressers, add healer rotations, atm they use quickest spell they can) Sindragosa Added tank boss manipulation (boss orientation and position) bots detect (buffet, unchained magic and chilled to the bone and act accordingly) bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot) Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count. Player should tell bots with skull rti if they should kill tomb or focus boss. todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss) Removed some debug messages, improved LM spike action (nearest bots also try to help kill it) Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it) dbs improved tank switch I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man 25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps * LK Update (doable) LK added Improved tank switching for all bosses Fixed PP gas cloud kiting Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass BPC fixed OT sometimes not tanking kele kinectic bombs todo (for now player should take care of them) Sindragosa fixed rare case when she is in air phase but tombs went to last phase position LK Bots can handle necrotic Bots can handle adds Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way. Defile should be watched by player and once it was cast just summon bots to you Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done **Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you) all in all LK is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots) Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps, if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals) * fixed changes made by mistake fix * Malleable fix (simple spread mechanic) Malleable mechanic added (simple spread for now) Gas cloud fixed (Bots sometimes got stuck between puddle and kite location) * Defile Update Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them) Melee bots should be able to stand behind/to the flank of shambling/spirits * GS fixed bots not returning to their ship for A and H Bots will return back to ship after killing mage * PP gas cloud kiting improved PP gas cloud kiting improved * BPC targeting fixed Bots will mark valid prince with skull RTI now * BQL added melee spread in air pahse BQL added melee spread * VDW healing rotation improved Healers will now use strong heals and hots * Fixed Necrotic Plague Fixed issue with Necrotic where it would get dispelled too soon, or would not get dispelled at all * LK Update Refined defile logic Added 3 points for ranged and melee in winter phase (east, west, south when facing throne) fixed frost spheres targeting (hunter will focus them) Atm bots will reset z axis if they fall underground or if they get teleported by lk Better positioning in 1st phase * 10HC update until PP LK defile improved for 10nm (bots sometimes stood 2 close to defile until it grew few times) Improved rotface for HC PP remade for 10HC. Gas cloud is now properly kited Fixed a rare case of server crash when there were ooze and gas cloud alive at same time. Bots will move around puddles according to its size now. Bots that get unboud plague will simply move away from raid and die thus loosing it from raid. Volatile ooze improved stacking. Fixed ranged sometimes glitching thru walls when spreading out from other members. 10HC PP is now doable but its hard without summoning (summoning break gascloud and ooze targets so its easier to do). You need to watch boss so you dont phase 2 soon otherwise you will get 2x ooze and cloud which is almoust always a wipe. If abo is not played near perfection bots will struggle with oozes and gas clouds if they are not slowed on time. Always save energy to slow gas cloud since it will wipe the group if it reach its target. Bots will sometimes stand in puddle, just command them to move and they will figure out what to do. todo (proper malleable handling) * Up until Sindy 10HC BPC added shadow prison handling, bots stop moving if more than 12 stack, tanks more than 18 Improved spreading logic VDW fixed issue where bots in portal wold move at half speed compared to real player * fixed accidental change * LK 10HC update Added Shadow trap logic (if they stand in it, not a big deal since bots wont get yeeted only players will) When harvest soul, only player will be in another dimension (you must survive) **Sindy and LK can be done, but I must dissapoint purist, at my skill level I could not achieve to do HC without using summon or other "cheat" bot functions. Other bosses are all doable now in 10hc * ICC fixes GS, PP; BQL, SINDY Minor fixes, bite action improved * ICC improve Sindy Bots will now choose non beacon position based on difficulty, 10/25 * ICC fixed missing A/H buff Fixed missing ICC buff for A and H Buff will only be present when logged on and in ICC, once any bot or player leave ICC the buff is gone to prevent abuse. This will make ICC easier now and with recent DPS update and movement improvement bots will now actully do decent dps and even greater healing. Ally buff https://www.wowhead.com/wotlk/spell=73828/strength-of-wrynn Horde buff https://www.wowhead.com/wotlk/spell=73822/hellscreams-warsong * revert last change revert buff * ICC improve Rotface Bots will now mark Rotface with skull icon, which will make them focus boss instead of oozes automatically * ICC Festergut 10 Man fix There was a rare case in 10 Man when 2 tanks would get spores which made them both stack at melee spot. Now the code will check if any of the spored player is main tank, if it is, it will stay at melee and other spores will go at ranged spot since off tank doesn't really need to stand near main tank all the time. * ICC BPC major update, fix and improve Fixed main tank sometimes not tanking both bosses (vala and talda) Improved marking of current prince Empowered vortex: bots will now spread out when it is being cast, instead of always spreading(ranged). This will make melee also spread better now since bots will calculate and move to optimal positions. Added Kinetic bomb handling. Hunters will take care of bombs, if no hunter is present then any ranged dps will take care of kinetic bombs. * ICC BQL/VDW major update + minor fixes/improvements LDW improved spreading for ranged, tanks will move boss in the middle of the room now when shield is depleted which will make bots bug less around pillars GS Assist tank will not teleport to enemy ship and will keep tanking adds on our ship now DBS ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum), fixed bug where in 25 man ranged bots would go behind walls, making them unable to dps boss, improved rune of blood tanking Festergut ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum) BQL Melee spread improved, bite logic improved, added swarming shadows logic (not perfect but at least it wont be all over the room anymore), Tanks will properly handle blood mirror now VDW boss and raid healers will be automatically assinged depening by number of healers(if more than 3 healers in group, 2 will focus on raid and others will heal boss, otherwise one healer will heal raid). Druid will be assigned to raid healing if no druid present then some other random heal class. Added rotations for druid healers if they end up healing the boss. Raid healers will not use portals anymore. Healers will come to the ground now after using portals (they were stuck in air) * ICC LK minor update PP Removed pre stacking for ranged when volatile ooze spawn (they will kill it much faster now and only stack if someone actually gets targeted by ooze) LK Hunters will use trnaq shot to remove enrage from shamblings Improved valkyr cc Minimized ping-ponging during winter phase * ICC minor Sindy improve Reduced position tolerances and forced movement for beacon and non beacon positions which will make bots move to spot that they actually need to be at instead of randomly running to sindragosa or beaconed players. * ICC minor update GS Bots will mark mage with skull rti Rotface Fixed bots glitching thru walls and floors (added check if position is valid before moving) PP Bots will mark volatile ooze with skull rti now which will help them focus it and kill asap (usefull for heroic when both volatile ooze and gas cloud are present at the same time) VDW Added default group position in the middle if the room so that bots don't spread out too much which will force them to focus supressers more Fixed Boss healers not keeping themself alive when low on HP * ICC LK minor update Commented out z axis bypass since it was fixed with recent core updates. Bots no longer fall thru buggy platforms so its no longer needed which in return makes valkyrs works as they should. * ICC LM & LDW Improved LM Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Simplified trigger for spike action, since attack logic is handled by skull RTI now. Bots (tanks) will mark spikes with skull RTI, which will make bots instantly switch to Spike targets. If no spike is present, the boss will be marked. Added logic that will make non-tank bots move away from LM to a fixed position behind LM if they happened to be in front of LM (No more insta kills with cleave). If LM is casting Bone Storm, bots will ignore the above logic and do max dps. LDW Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Bots (tanks) will mark adds with skull RTI, which will make bots instantly switch to adds targets. If no spike is present, the boss will be marked, which will help with keeping allies alive when they get mind controlled by LDW. Moved 2nd phase position deeper into the room and reduced boss hp trigger to 95%, which will keep tanks where they should be during 1st phase (sometimes the boss dropped below 98% and tanks would ping pong around the room). Ranged bots will now spread closer to each other now and will ignore spreading if they are 2 far or 2 close to the boss so they can properly reposition. These changes should also fix recent bugs with bots not casting/standing still on LM and LDW. * ICC DBS Improve Replaced attack action with RTI. (Improved DPS) Ranged bots will move away from blood beast if targeted by it now. * ICC Sindragosa and LK Improve Sindragosa Improved tomb los for frost bombs. Bots will now mark tomb with moon rti to avoid killing it too soon. (If they still attack the tomb, simply reset and after bombs are over, simply attack the tomb to kill or mark with a skull.) Main Tank will reset mystic buffet stacks now to avoid tank swapping since it's really unreliable which will make sindy less frustrating to kill (other bots will need to do mechanics properly by hiding behind ice tombs). LK Necrotic plague action Bots will now check before moving to the Shambling if they are in front of the Shambling to avoid getting one shoted by shockwave. Improved multiplier, which will now properly handle dispelling of necrotic plague. Winter phase action Bots will properly move behind adds to avoid getting one shoted by shamblings or raging spirits. If there is a hunter in the grouphunter will focus on spheres; if not, any ranged DPS will focus spheres. Adds action Bots will now be in proper positions during the 1st phase, and when the off tank is done collecting shamblings, it will move away from the group. Bots (non-tanks) will move behind the shambling if they are in front of it to avoid getting one shoted in the 1st phase. Restored action for checking if bots are at ground level, since they were still sometimes glitching through the floor (valkrys will be able to carry bots and drop them off the edge if not killed in time). Improved defile calculations for 10 man and 25 man raids since defile was growing differently for 10 and 25, which would make bots in 25 man move very far away from somewhat small defile puddle. Bots will now properly CC any valkyr that wasn't CC'd, and they won't freak out anymore if multiple valkyrs are present. (They can't tell which valkyr is holding bots/ players, so we should command an attack on valkyrs that are holding someone.) Bots will now run away from Vile Spirits if they are targeted by them during the last phase. * ICC 25HC ldw shades fix Fixed bots could not detect shade if there were multiple present |
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52f704dc79 |
Merge pull request #1235 from liyunfan1223/revert-1125-patch-17
Revert "Add possible crash fix when summoning an invalid bot" |
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3d6f925cca |
Revert "Add possible crash fix when summoning an invalid bot (#1125)"
This reverts commit
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bf54f74359 | - Added Kologarn Rubble slowdown strategy (#1220) | ||
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04b8b76362 |
ilvl calculation fixed warfury use case (#1222)
* War fury detection fixed in GetEquipGearScore. * fixing indentation --------- Co-authored-by: Julien MAS <julien.mas81@gmail.com> |
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07e4dec70d |
Warning fix + ilvl function fix (#1210)
* 1 variable order warning fixed 70 unused variable warning fixed * Fixed GetEquipGearScore function --------- Co-authored-by: Julien MAS <julien.mas81@gmail.com> |
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eb3fa56829 |
ICC Sindragosa and LK Improve (#1216)
* ICC PP WIP WIP * added mutated plague for PP * BPC added (kinetic and boss targeting need to be done by player) OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own. Tested only on 10NM, should work on 25NM * Tank pos. correction * BQL, ranged spread, link, flame, bite, tanking tested 10NM to do (better fire spread, hc tacti, melee spread when in air) * LDW improved improved shadow logic, ranged spread for easier shadow handling * dbs update, fixed teleporting Bots should only go and teleport to the mage that is actually below zero now * DBS ranged fix Ranged should spread more quickly and freak out less * Festergut && DBS fixed ranged spread (both) fixed spore logic (fester) * Rotface fix Improved big ooze tanking (static pos, todo kiting) ooze explosion spread mechanic fix ooze pool fix Player needs to mark rotface with skull icon, oterwise bots try to attack oozes * BQL fixed for 25nm todo: better melee logic in air phase, better melee flame spread * VDW, Sister Svalna, Sindy update Sister Svalna, bots can pickup spears and throw at svalna when she has shield up VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer) todo (focus on supressers, add healer rotations, atm they use quickest spell they can) Sindragosa Added tank boss manipulation (boss orientation and position) bots detect (buffet, unchained magic and chilled to the bone and act accordingly) bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot) Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count. Player should tell bots with skull rti if they should kill tomb or focus boss. todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss) Removed some debug messages, improved LM spike action (nearest bots also try to help kill it) Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it) dbs improved tank switch I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man 25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps * LK Update (doable) LK added Improved tank switching for all bosses Fixed PP gas cloud kiting Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass BPC fixed OT sometimes not tanking kele kinectic bombs todo (for now player should take care of them) Sindragosa fixed rare case when she is in air phase but tombs went to last phase position LK Bots can handle necrotic Bots can handle adds Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way. Defile should be watched by player and once it was cast just summon bots to you Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done **Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you) all in all LK is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots) Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps, if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals) * fixed changes made by mistake fix * Malleable fix (simple spread mechanic) Malleable mechanic added (simple spread for now) Gas cloud fixed (Bots sometimes got stuck between puddle and kite location) * Defile Update Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them) Melee bots should be able to stand behind/to the flank of shambling/spirits * GS fixed bots not returning to their ship for A and H Bots will return back to ship after killing mage * PP gas cloud kiting improved PP gas cloud kiting improved * BPC targeting fixed Bots will mark valid prince with skull RTI now * BQL added melee spread in air pahse BQL added melee spread * VDW healing rotation improved Healers will now use strong heals and hots * Fixed Necrotic Plague Fixed issue with Necrotic where it would get dispelled too soon, or would not get dispelled at all * LK Update Refined defile logic Added 3 points for ranged and melee in winter phase (east, west, south when facing throne) fixed frost spheres targeting (hunter will focus them) Atm bots will reset z axis if they fall underground or if they get teleported by lk Better positioning in 1st phase * 10HC update until PP LK defile improved for 10nm (bots sometimes stood 2 close to defile until it grew few times) Improved rotface for HC PP remade for 10HC. Gas cloud is now properly kited Fixed a rare case of server crash when there were ooze and gas cloud alive at same time. Bots will move around puddles according to its size now. Bots that get unboud plague will simply move away from raid and die thus loosing it from raid. Volatile ooze improved stacking. Fixed ranged sometimes glitching thru walls when spreading out from other members. 10HC PP is now doable but its hard without summoning (summoning break gascloud and ooze targets so its easier to do). You need to watch boss so you dont phase 2 soon otherwise you will get 2x ooze and cloud which is almoust always a wipe. If abo is not played near perfection bots will struggle with oozes and gas clouds if they are not slowed on time. Always save energy to slow gas cloud since it will wipe the group if it reach its target. Bots will sometimes stand in puddle, just command them to move and they will figure out what to do. todo (proper malleable handling) * Up until Sindy 10HC BPC added shadow prison handling, bots stop moving if more than 12 stack, tanks more than 18 Improved spreading logic VDW fixed issue where bots in portal wold move at half speed compared to real player * fixed accidental change * LK 10HC update Added Shadow trap logic (if they stand in it, not a big deal since bots wont get yeeted only players will) When harvest soul, only player will be in another dimension (you must survive) **Sindy and LK can be done, but I must dissapoint purist, at my skill level I could not achieve to do HC without using summon or other "cheat" bot functions. Other bosses are all doable now in 10hc * ICC fixes GS, PP; BQL, SINDY Minor fixes, bite action improved * ICC improve Sindy Bots will now choose non beacon position based on difficulty, 10/25 * ICC fixed missing A/H buff Fixed missing ICC buff for A and H Buff will only be present when logged on and in ICC, once any bot or player leave ICC the buff is gone to prevent abuse. This will make ICC easier now and with recent DPS update and movement improvement bots will now actully do decent dps and even greater healing. Ally buff https://www.wowhead.com/wotlk/spell=73828/strength-of-wrynn Horde buff https://www.wowhead.com/wotlk/spell=73822/hellscreams-warsong * revert last change revert buff * ICC improve Rotface Bots will now mark Rotface with skull icon, which will make them focus boss instead of oozes automatically * ICC Festergut 10 Man fix There was a rare case in 10 Man when 2 tanks would get spores which made them both stack at melee spot. Now the code will check if any of the spored player is main tank, if it is, it will stay at melee and other spores will go at ranged spot since off tank doesn't really need to stand near main tank all the time. * ICC BPC major update, fix and improve Fixed main tank sometimes not tanking both bosses (vala and talda) Improved marking of current prince Empowered vortex: bots will now spread out when it is being cast, instead of always spreading(ranged). This will make melee also spread better now since bots will calculate and move to optimal positions. Added Kinetic bomb handling. Hunters will take care of bombs, if no hunter is present then any ranged dps will take care of kinetic bombs. * ICC BQL/VDW major update + minor fixes/improvements LDW improved spreading for ranged, tanks will move boss in the middle of the room now when shield is depleted which will make bots bug less around pillars GS Assist tank will not teleport to enemy ship and will keep tanking adds on our ship now DBS ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum), fixed bug where in 25 man ranged bots would go behind walls, making them unable to dps boss, improved rune of blood tanking Festergut ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum) BQL Melee spread improved, bite logic improved, added swarming shadows logic (not perfect but at least it wont be all over the room anymore), Tanks will properly handle blood mirror now VDW boss and raid healers will be automatically assinged depening by number of healers(if more than 3 healers in group, 2 will focus on raid and others will heal boss, otherwise one healer will heal raid). Druid will be assigned to raid healing if no druid present then some other random heal class. Added rotations for druid healers if they end up healing the boss. Raid healers will not use portals anymore. Healers will come to the ground now after using portals (they were stuck in air) * ICC LK minor update PP Removed pre stacking for ranged when volatile ooze spawn (they will kill it much faster now and only stack if someone actually gets targeted by ooze) LK Hunters will use trnaq shot to remove enrage from shamblings Improved valkyr cc Minimized ping-ponging during winter phase * ICC minor Sindy improve Reduced position tolerances and forced movement for beacon and non beacon positions which will make bots move to spot that they actually need to be at instead of randomly running to sindragosa or beaconed players. * ICC minor update GS Bots will mark mage with skull rti Rotface Fixed bots glitching thru walls and floors (added check if position is valid before moving) PP Bots will mark volatile ooze with skull rti now which will help them focus it and kill asap (usefull for heroic when both volatile ooze and gas cloud are present at the same time) VDW Added default group position in the middle if the room so that bots don't spread out too much which will force them to focus supressers more Fixed Boss healers not keeping themself alive when low on HP * ICC LK minor update Commented out z axis bypass since it was fixed with recent core updates. Bots no longer fall thru buggy platforms so its no longer needed which in return makes valkyrs works as they should. * ICC LM & LDW Improved LM Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Simplified trigger for spike action, since attack logic is handled by skull RTI now. Bots (tanks) will mark spikes with skull RTI, which will make bots instantly switch to Spike targets. If no spike is present, the boss will be marked. Added logic that will make non-tank bots move away from LM to a fixed position behind LM if they happened to be in front of LM (No more insta kills with cleave). If LM is casting Bone Storm, bots will ignore the above logic and do max dps. LDW Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Bots (tanks) will mark adds with skull RTI, which will make bots instantly switch to adds targets. If no spike is present, the boss will be marked, which will help with keeping allies alive when they get mind controlled by LDW. Moved 2nd phase position deeper into the room and reduced boss hp trigger to 95%, which will keep tanks where they should be during 1st phase (sometimes the boss dropped below 98% and tanks would ping pong around the room). Ranged bots will now spread closer to each other now and will ignore spreading if they are 2 far or 2 close to the boss so they can properly reposition. These changes should also fix recent bugs with bots not casting/standing still on LM and LDW. * ICC DBS Improve Replaced attack action with RTI. (Improved DPS) Ranged bots will move away from blood beast if targeted by it now. * ICC Sindragosa and LK Improve Sindragosa Improved tomb los for frost bombs. Bots will now mark tomb with moon rti to avoid killing it too soon. (If they still attack the tomb, simply reset and after bombs are over, simply attack the tomb to kill or mark with a skull.) Main Tank will reset mystic buffet stacks now to avoid tank swapping since it's really unreliable which will make sindy less frustrating to kill (other bots will need to do mechanics properly by hiding behind ice tombs). LK Necrotic plague action Bots will now check before moving to the Shambling if they are in front of the Shambling to avoid getting one shoted by shockwave. Improved multiplier, which will now properly handle dispelling of necrotic plague. Winter phase action Bots will properly move behind adds to avoid getting one shoted by shamblings or raging spirits. If there is a hunter in the grouphunter will focus on spheres; if not, any ranged DPS will focus spheres. Adds action Bots will now be in proper positions during the 1st phase, and when the off tank is done collecting shamblings, it will move away from the group. Bots (non-tanks) will move behind the shambling if they are in front of it to avoid getting one shoted in the 1st phase. Restored action for checking if bots are at ground level, since they were still sometimes glitching through the floor (valkrys will be able to carry bots and drop them off the edge if not killed in time). Improved defile calculations for 10 man and 25 man raids since defile was growing differently for 10 and 25, which would make bots in 25 man move very far away from somewhat small defile puddle. Bots will now properly CC any valkyr that wasn't CC'd, and they won't freak out anymore if multiple valkyrs are present. (They can't tell which valkyr is holding bots/ players, so we should command an attack on valkyrs that are holding someone.) Bots will now run away from Vile Spirits if they are targeted by them during the last phase. |
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bc2b83e759 |
Resistance usage to ulduar strategy (#1212)
* - Added resistance usage to ulduar strategy * - Fixed resistance strategies to affect only first required raid member |
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9be4b26424 |
Feat/onyxia raid strategy init (#1182)
* feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * feat: init onyxia raid strategy * Feat/onyxia raid strategy init fix (#1) * feat: init onyxia raid strategy * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix * feat: ony raid strategy init fix |
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27e3b802b7 |
Fix: Prevents bots from learning spells twice (#1211)
* Fix: Prevents bots from learning spells twice Added bot->HasSpell() check before calling bot->learnSpell() to ensure the bot does not learn spells it already has. This avoids redundant behavior, possible unnecessary logging, and inconsistencies in learning spells trained with SPELL_EFFECT_LEARN_SPELL. * Possible fix |
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7737f9ab72 |
Add additional trading options (#1186)
* Add addclass bots to trading list, differentiate between buying and selling. * typos * Try calling playerguid * point IsAddclassBot to IsRandomBot * typo * Fix through IsAddClassbot * Working Version * Minor typos. |
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2f549295d5 | Added more defense programming (#1195) | ||
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9c816b682a |
Kologarn strategy (#1205)
* - Added triggers and action for kologarn fight * - code refactoring * - Added nature resistance aura for kologarn |
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b5fa15dcd8 |
ICC LM, LDW & DBS Improve (#1202)
* ICC PP WIP WIP * added mutated plague for PP * BPC added (kinetic and boss targeting need to be done by player) OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own. Tested only on 10NM, should work on 25NM * Tank pos. correction * BQL, ranged spread, link, flame, bite, tanking tested 10NM to do (better fire spread, hc tacti, melee spread when in air) * LDW improved improved shadow logic, ranged spread for easier shadow handling * dbs update, fixed teleporting Bots should only go and teleport to the mage that is actually below zero now * DBS ranged fix Ranged should spread more quickly and freak out less * Festergut && DBS fixed ranged spread (both) fixed spore logic (fester) * Rotface fix Improved big ooze tanking (static pos, todo kiting) ooze explosion spread mechanic fix ooze pool fix Player needs to mark rotface with skull icon, oterwise bots try to attack oozes * BQL fixed for 25nm todo: better melee logic in air phase, better melee flame spread * VDW, Sister Svalna, Sindy update Sister Svalna, bots can pickup spears and throw at svalna when she has shield up VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer) todo (focus on supressers, add healer rotations, atm they use quickest spell they can) Sindragosa Added tank boss manipulation (boss orientation and position) bots detect (buffet, unchained magic and chilled to the bone and act accordingly) bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot) Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count. Player should tell bots with skull rti if they should kill tomb or focus boss. todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss) Removed some debug messages, improved LM spike action (nearest bots also try to help kill it) Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it) dbs improved tank switch I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man 25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps * LK Update (doable) LK added Improved tank switching for all bosses Fixed PP gas cloud kiting Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass BPC fixed OT sometimes not tanking kele kinectic bombs todo (for now player should take care of them) Sindragosa fixed rare case when she is in air phase but tombs went to last phase position LK Bots can handle necrotic Bots can handle adds Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way. Defile should be watched by player and once it was cast just summon bots to you Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done **Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you) all in all LK is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots) Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps, if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals) * fixed changes made by mistake fix * Malleable fix (simple spread mechanic) Malleable mechanic added (simple spread for now) Gas cloud fixed (Bots sometimes got stuck between puddle and kite location) * Defile Update Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them) Melee bots should be able to stand behind/to the flank of shambling/spirits * GS fixed bots not returning to their ship for A and H Bots will return back to ship after killing mage * PP gas cloud kiting improved PP gas cloud kiting improved * BPC targeting fixed Bots will mark valid prince with skull RTI now * BQL added melee spread in air pahse BQL added melee spread * VDW healing rotation improved Healers will now use strong heals and hots * Fixed Necrotic Plague Fixed issue with Necrotic where it would get dispelled too soon, or would not get dispelled at all * LK Update Refined defile logic Added 3 points for ranged and melee in winter phase (east, west, south when facing throne) fixed frost spheres targeting (hunter will focus them) Atm bots will reset z axis if they fall underground or if they get teleported by lk Better positioning in 1st phase * 10HC update until PP LK defile improved for 10nm (bots sometimes stood 2 close to defile until it grew few times) Improved rotface for HC PP remade for 10HC. Gas cloud is now properly kited Fixed a rare case of server crash when there were ooze and gas cloud alive at same time. Bots will move around puddles according to its size now. Bots that get unboud plague will simply move away from raid and die thus loosing it from raid. Volatile ooze improved stacking. Fixed ranged sometimes glitching thru walls when spreading out from other members. 10HC PP is now doable but its hard without summoning (summoning break gascloud and ooze targets so its easier to do). You need to watch boss so you dont phase 2 soon otherwise you will get 2x ooze and cloud which is almoust always a wipe. If abo is not played near perfection bots will struggle with oozes and gas clouds if they are not slowed on time. Always save energy to slow gas cloud since it will wipe the group if it reach its target. Bots will sometimes stand in puddle, just command them to move and they will figure out what to do. todo (proper malleable handling) * Up until Sindy 10HC BPC added shadow prison handling, bots stop moving if more than 12 stack, tanks more than 18 Improved spreading logic VDW fixed issue where bots in portal wold move at half speed compared to real player * fixed accidental change * LK 10HC update Added Shadow trap logic (if they stand in it, not a big deal since bots wont get yeeted only players will) When harvest soul, only player will be in another dimension (you must survive) **Sindy and LK can be done, but I must dissapoint purist, at my skill level I could not achieve to do HC without using summon or other "cheat" bot functions. Other bosses are all doable now in 10hc * ICC fixes GS, PP; BQL, SINDY Minor fixes, bite action improved * ICC improve Sindy Bots will now choose non beacon position based on difficulty, 10/25 * ICC fixed missing A/H buff Fixed missing ICC buff for A and H Buff will only be present when logged on and in ICC, once any bot or player leave ICC the buff is gone to prevent abuse. This will make ICC easier now and with recent DPS update and movement improvement bots will now actully do decent dps and even greater healing. Ally buff https://www.wowhead.com/wotlk/spell=73828/strength-of-wrynn Horde buff https://www.wowhead.com/wotlk/spell=73822/hellscreams-warsong * revert last change revert buff * ICC improve Rotface Bots will now mark Rotface with skull icon, which will make them focus boss instead of oozes automatically * ICC Festergut 10 Man fix There was a rare case in 10 Man when 2 tanks would get spores which made them both stack at melee spot. Now the code will check if any of the spored player is main tank, if it is, it will stay at melee and other spores will go at ranged spot since off tank doesn't really need to stand near main tank all the time. * ICC BPC major update, fix and improve Fixed main tank sometimes not tanking both bosses (vala and talda) Improved marking of current prince Empowered vortex: bots will now spread out when it is being cast, instead of always spreading(ranged). This will make melee also spread better now since bots will calculate and move to optimal positions. Added Kinetic bomb handling. Hunters will take care of bombs, if no hunter is present then any ranged dps will take care of kinetic bombs. * ICC BQL/VDW major update + minor fixes/improvements LDW improved spreading for ranged, tanks will move boss in the middle of the room now when shield is depleted which will make bots bug less around pillars GS Assist tank will not teleport to enemy ship and will keep tanking adds on our ship now DBS ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum), fixed bug where in 25 man ranged bots would go behind walls, making them unable to dps boss, improved rune of blood tanking Festergut ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum) BQL Melee spread improved, bite logic improved, added swarming shadows logic (not perfect but at least it wont be all over the room anymore), Tanks will properly handle blood mirror now VDW boss and raid healers will be automatically assinged depening by number of healers(if more than 3 healers in group, 2 will focus on raid and others will heal boss, otherwise one healer will heal raid). Druid will be assigned to raid healing if no druid present then some other random heal class. Added rotations for druid healers if they end up healing the boss. Raid healers will not use portals anymore. Healers will come to the ground now after using portals (they were stuck in air) * ICC LK minor update PP Removed pre stacking for ranged when volatile ooze spawn (they will kill it much faster now and only stack if someone actually gets targeted by ooze) LK Hunters will use trnaq shot to remove enrage from shamblings Improved valkyr cc Minimized ping-ponging during winter phase * ICC minor Sindy improve Reduced position tolerances and forced movement for beacon and non beacon positions which will make bots move to spot that they actually need to be at instead of randomly running to sindragosa or beaconed players. * ICC minor update GS Bots will mark mage with skull rti Rotface Fixed bots glitching thru walls and floors (added check if position is valid before moving) PP Bots will mark volatile ooze with skull rti now which will help them focus it and kill asap (usefull for heroic when both volatile ooze and gas cloud are present at the same time) VDW Added default group position in the middle if the room so that bots don't spread out too much which will force them to focus supressers more Fixed Boss healers not keeping themself alive when low on HP * ICC LK minor update Commented out z axis bypass since it was fixed with recent core updates. Bots no longer fall thru buggy platforms so its no longer needed which in return makes valkyrs works as they should. * ICC LM & LDW Improved LM Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Simplified trigger for spike action, since attack logic is handled by skull RTI now. Bots (tanks) will mark spikes with skull RTI, which will make bots instantly switch to Spike targets. If no spike is present, the boss will be marked. Added logic that will make non-tank bots move away from LM to a fixed position behind LM if they happened to be in front of LM (No more insta kills with cleave). If LM is casting Bone Storm, bots will ignore the above logic and do max dps. LDW Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS) Bots (tanks) will mark adds with skull RTI, which will make bots instantly switch to adds targets. If no spike is present, the boss will be marked, which will help with keeping allies alive when they get mind controlled by LDW. Moved 2nd phase position deeper into the room and reduced boss hp trigger to 95%, which will keep tanks where they should be during 1st phase (sometimes the boss dropped below 98% and tanks would ping pong around the room). Ranged bots will now spread closer to each other now and will ignore spreading if they are 2 far or 2 close to the boss so they can properly reposition. These changes should also fix recent bugs with bots not casting/standing still on LM and LDW. * ICC DBS Improve Replaced attack action with RTI. (Improved DPS) Ranged bots will move away from blood beast if targeted by it now. |
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6ae96f19b9 |
Big update InviteToGroupAction.cpp (#1154)
* Group improvement: Bots will no longer auto-invite players who have DND enabled. * Group fix: Bots will no longer invite self-bots to groups with dnd enabled. * Invite fix: Bots will no longer invite DnD players from their guild. * Guild group invite improvement: Lower level guildmembers may now invite higher level players to help them out. * Crash fix: Bots inviting players into a group that are being teleported. * Invite fix: Bots will no longer automatically convert to raid when inviting real players. * Group fix: Bots now properly group up automatically again. * Group fix: Bots no longer invite themselves to groups from the guild. * Fix * Fix build * New Fix * . * .. |
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287875c436 |
Set Lockpicking Skill (#1140)
On init and on maintenance |
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19447c3914 |
Enable new rpg strategy by default (#1192)
* Add RandomBotMinLevelChance * Save mana only for healer * Disable addclass dk for low level player * Target selection and debuff cast with less players in group * Change default rpg strategy and bots count in config * Logs clean up * Improve init=auto * Remove login logs after initialization * Rndbots stats for quest * Prediction chase in reach combat * Poor & Normal items ensurence for init=auto |
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0d19f298da | Loot packet fix (#1190) | ||
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fe519854a4 | - Added skipping disperse tactic while bot is in stay stance (#1180) | ||
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3f52563ca7 | Move LoadFromDB from player session to world session (#1173) | ||
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cd5b15ddc1 | Fix keyring for low level bots (#1177) | ||
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2f3f8d565c |
Make battleground join / arena join / loot money session packet (#1178)
* Make battleground / arena join session packet * Loot money * Avoid aoe crash |
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2fced71069 |
Update RaidIccActions.cpp - (#1174)
Add logic to gracefully handle bots falling off platform during LK phase 2 fight |
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3d743ccab3 | Crash fix: Bots now properly turn their corpse into bones when resurrected so they don't have a second corpse after dying and releasing again. (#1165) | ||
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7446d0b1d4 |
Summon improvement: Selfbot no longer complains about being unable to… (#1166)
* Summon improvement: Selfbot no longer complains about being unable to summon to itself. * Fix build * . |
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dccbccc090 | - Added Biting Cold cheat (#1131) | ||
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a50dc87dbc |
Fixed crash in MoveFromWhirlwindAction::Execute function (#1150)
* Fixed crash in MoveFromWhirlwindAction::Execute function This PR fixes a crash in the MoveFromWhirlwindAction::Execute function in NexusActions.cpp. The error occurred when accessing boss->GetPosition() without checking whether boss was a valid pointer. The fix adds a nullptr check before calculating the distance, preventing invalid accesses and ensuring the stability of the action execution. * Fix comment |
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7676fd6427 | Fix multithread issue on LFG and group leave (#1143) | ||
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21020b4564 |
Merge pull request #1153 from NoxMax/NoxMax-patch-1
playerbots.conf.dist comment fixed |