Closer the original solution, i dont wanna drift to much away without
really good reason. At this point i still see NPC and bots moving
through the levels or even falling out the levels here and there. I
verified whether the MovePoint signature changes and related params
itself in playerbots has anything todo with it, even when params are
hardcoded the behavior remains. It could be deeper problem, but for now
it seems core problem. Therefore i dont wanna change to much until the
dust has settled a bit in core itself.
I havent implemented moveTakeOff or moveLand which are basically
responsible for the transitions phases between ground and air visa
versa. I have version where i use takeOff for the animation, which means
moving vertical. For now i am gonna leave for what it is.
PS: also includes additional movement fix for AreaTriggerAction which we
missed first time after the core update on movements.
@Wishmaster117 Been testing and trying a lot in the background on find
solutions and causes. The general solutions remains removed some tweaks,
altered code here and there. With the general idea to keep closer to the
original code for now at least.
Testing:
- Class abilities: Slow fall (priest), Flight Form (druid) : Green
- BG: Green
- Swimming and walking shallow waters: Green
- Takeoff and land when following master: Green
- Boat and zeppelins: Green
- Flymount and ground walking: Green
- Water Walking (shaman), Path of Frost (DK): Green
- Water Walking (shaman), Path of Frost (DK) transisions; flying,
swimming, water walking: Green
Skipping pets when group water walking, path of frost, once core pathing
changes has settled more i will add it. Which is easy but i dont wanna
add more edge cases and code branches for now.
# Eye of the Storm Flag Capture Behavior
## Previous Behavior
- Bots used to interact with the Netherstorm flag the moment they
reached interaction range, leading to instant pickups even before they
were correctly positioned.
- They did not respect the requirement to stand within the capture ring
or dismount before channeling, so the interaction finished immediately
without the intended delay.
## Current Behavior
- Bots now verify they are inside the Eye of the Storm capture circle
and will reposition toward the center flag or base flag until they are
within 2.5 yards of the game object before starting the channel.
- Once inside the circle they dismount, drop shapeshift forms, and come
to a full stop before beginning the channel cast.
- When channeling the center flag capture spell, bots keep checking for
the ongoing `SPELL_CAPTURE_BANNER` cast and wait for it to finish
instead of attempting repeated instant interactions.
- They will be interrupted if they receice any damage
These adjustments align the Eye of the Storm flow with the retail
mechanics and prevent bots from taking the flag instantly when it
spawns.
Fixes#1700.
Fix for issue #1768 where the bot master was not getting reset.
I also cleaned up leave group action to focus up function scope.
I moved the resets from #612 to the actual leaving function.
Disclosure: LLMs were NOT used in authoring this PR.
Test cases to consider for testers.
1. Master disbands group with random bots. Bots should go about their
business.
2. If you can dual box, create a raid where two real player both invite
random bots. One player leaves group, their bots should also leave.
(edge case, if a random bot that is supposed to leave the group becomes
leader they may disband the whole group.
I'm marking this as a draft for now because I haven't done a detailed
review of the code, but I'm posting it now in case anybody wants to give
it a try.
Here's what the strategy (should) do.
### **Channeler Phase**
While you can probably AoE down all five Hellfire Channelers, that's
more dicey with IP nerfs and it's no fun, so the strategy takes what
would have still been considered an aggressive approach back in the day
by (1) assigning the Main Tank to the first Channeler, (2) having
Hunters misdirect two more Channelers to the MT, and (3) one Off Tank
picking up each of the fourth and fifth Channelers and dragging them out
of Shadow Volley Range from the main group. Sometimes the pull gets a
little wonky and one of the OTs might end up with one of the Channelers
that was intended for the MT, but it should work out in the end.
DPS will move through Channelers from Square -> Star -> Circle ->
Diamond -> Triangle. Once Square, Star, and Circle are down, the MT will
go sit by Magtheridon and wait for him to become active instead of
helping with the last two Channelers. I could have made the MT help with
the fourth Channeler too, but it's not needed, and positioning to pick
up Magtheridon after the third Channeler is a failsafe for low DPS
groups that aren't able to get four down before Magtheridon breaks free.
The top priority for Warlocks is to banish/fear the Burning Abyssals,
and they will continue to do so even after Magtheridon becomes active
(you are not supposed to kill the Abyssals; they have a gazillion HP and
automatically despawn after a minute). Their next priority is to put
Curse of Tongues on the Channelers.
### **Magtheridon Positioning**
The MT will pick up Magtheridon and pull him (moving backwards because
Magtheridon kind of hits like a bus) to a position up against the far
wall. Ranged DPS will spread out from a point roughly in the center of
the room, and Healers will spread out from a point that is a little
closer to Magtheridon. I have not built in aoe avoidance (except for
cube clickers, see below) because the general avoid aoe strategy seems
to work fine for this fight.
### **Clicking Manticron Cubes**
Now, the fun part. Bots will be assigned to clicking cubes by standard
group selection order (reverse join order), but assignment is done via
two passes. The first pass will look to select five ranged DPS bots that
are _not_ Warlocks. This is because Warlocks may still be needed to keep
Abyssals banished/feared and because Warlocks of all three specs put out
by far the most damage of all ranged DPS at level 70 in pre-raid/T4
gear. If there are not five non-Warlock ranged DPS bots available, then
the logic goes to the second pass, which can pick any bot that is not a
Tank.
Cube clicking works on a timer:
1. 48 seconds after Magtheridon breaks free, assigned cube clickers move
near their cubes (but a few yards outside of interact distance). During
this time, they should move around still to avoid Debris (by maintaining
distance from the triggering NPC) and Conflagration (by maintaining
distance from the triggering gameobject). Blast Nova is on a 54.35s to
55.4s timer, and I found 48s to always be ample time to get to the
cubes, but YMMV so this is a good thing to test. Going to a cube too
early not only takes away DPS but also risks more hazards appearing
on/around the cube that will then cause problems when the cube needs to
be clicked.
2. Blast Nova is a 2s cast, followed by a 10s channel (if not
interrupted by the cubes). As soon as the cast begins, bots will move
into interaction range and click the cube. Well, there is a randomized
delay between 200ms (about the fastest possible human reaction time to
visual stimuli) and 1500ms. It didn’t happen to me in a few runs, but it
may be possible that the delay causes the raid to eat one tick of Blast
Nova (I’m not sure if the first blast comes as soon as the channel
starts). Again, another good thing to test, but also one tick is not
going to kill anybody, and it’s arguably good to introduce some degree
of imperfection.
3. Once Blast Nova stops channeling (i.e., all five cubes have been
clicked and channeled simultaneously), bots will interrupt their cube
clicking and go back to regularly scheduled activities. Again, I’ve
introduced a randomized delay, this time between 200ms and 3000ms. Note
that bots can easily be perfect at this—if I don’t do the randomized
delay, they click and let go so fast that you can barely even see the
beams appear. It’s so atrocious for immersion that I consider the lack
of any randomization to be totally unacceptable for this strategy.
4. 48s after Blast Nova, bots will go back to their near-cube positions,
rinse and repeat.
If an assigned cube clicker dies, another bot should be immediately
assigned. All bots in the raid track the same timer so the new bot
should step into the prior bot’s shoes. Of course, if Blast Nova is
about to go off and a clicker dies next to a cube, you’re probably
wiping because I didn’t assign backups to stand in place. That’s too
much of a dad guild-level strategy even for me.
And that’s about it. Figuring out the cubes was a tremendous pain in the
ass, but I’ve really enjoyed the learning process.
---------
Co-authored-by: bash <31279994+hermensbas@users.noreply.github.com>
* Check item score of rings/trinkets to determine the correct slot to equip
* Early return, removed unecessary if statements, single line statements
Simplify logic for equipping items by reducing nested conditions.
* Implement Gruul's Lair strategy
* minor non-gameplay tweaks to code
* Use multiplier for tank assist
* HKM warlock & Gruul tank tweaks
* Fixed declarations
* rewrote HKM + minor Gruul tweaks
* Update PlayerbotAI.cpp
* modernize code and address comments
* clean ups to tank logic
* Oops.
* Remove post-move delay
For actions like positioning bosses, the standard post-movement delay should be overridden IMO since a player would be sequencing their actions in this type of situation
* Update RaidGruulsLairActions.cpp
* Replace break statements with return true
* enum class to enum
* moved all isuseful checks to triggers
* Split multipliers and improved banish logic
* Update for comments
* changes to int
* use helpers for marking icons
* address compile errors
* correct MoveTo and use RTI helper
* address comments and rename actions/triggers
* adjust alignment of location constants
* fix some crappy returns
* allow return true when changing targets
* change indents and move enums inside namespace
* style changes, trim trailing whitespaces, address comments
Fixes a thread safety issue where multiple bots dying in battlegrounds
simultaneously would corrupt the shared static unordered_map, causing
segmentation faults.
Changes:
- Remove: static m_botReleaseTimes map from AutoReleaseSpiritAction
- Add: bgReleaseAttemptTime member to PlayerbotAI (per-bot storage)
- Update: All references to use per-bot storage instead of static map
Why this fixes the crash:
- Each PlayerbotAI instance is accessed by only one map update thread
- No cross-thread access to shared data structures
- No mutex/locking required - thread-safe by design
- Automatic cleanup when bot is destroyed
Thread-safe solution: Per-bot state eliminates race conditions without
performance overhead.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
* Maintenance config controls
bools in config
* Update TrainerAction.cpp
removed some note-to-selfs (personal config preferences)
* Set default to true
Also tidied up some comments
* Update playerbots.conf.dist
* Reorganised
Changed the description in conf to be less conversational.
Rearranged the order that options are arranged, grouping by what made sense to me (the type of gameplay made easier/skipped by the option being enabled).
Rearranged the order the variables and method calls are listed in the code to match the order they are presented in the conf to make future maintenance of maintenance (:P) more intuitive.
* Update playerbots.conf.dist
Revert previous commit (change to call order in MaintenanceAction::Execute)
conf settings grouped
Add RemoveAurasWithInterruptFlags call before all TeleportTo operations
to prevent race condition crash in battlegrounds.
The crash occurs when area auras (like "Entering Battleground") are
queued for removal in Aura::UpdateTargetMap's targetsToRemove list,
but the unit is deleted before the 500ms update cycle completes,
causing SIGSEGV when accessing the dangling pointer.
This fix removes auras with AURA_INTERRUPT_FLAG_TELEPORTED and
AURA_INTERRUPT_FLAG_CHANGE_MAP before teleporting, matching the
behavior in Player::TeleportTo for real players.
Affected locations:
- BattleGround join/teleport
- Spirit healer/graveyard teleport
- Corpse resurrection teleport
- Meeting stone teleport
- Master follow teleport
- RPG unstuck teleport
- Random bot teleport
- Chat command teleport
Raid-specific teleports excluded as they require separate testing.
* Fix Issue #1648
Fix low level randombot shamans (~34) don't heal in dungeongroups, seems new "resto" strategy is broken #1648
* Final working fix, tested with all 3 shaman class specs.
* Update asked by review
* requested review changes
* Minor corrections of the cpp file
* boyscouting
Lets try and leave the code cleaner behind as we find it when we can.
* Oupsie fix ;)
---------
Co-authored-by: bash <31279994+hermensbas@users.noreply.github.com>