* 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>
Add PLAYERHOOK_ON_BEFORE_TELEPORT to proactively clean visibility
references when a bot teleports between maps. This prevents a race
condition where:
1. Bot A teleports and its visible objects start getting cleaned up
2. Bot B is simultaneously updating visibility and tries to access
objects in Bot A's old visibility map
3. Those objects may already be freed, causing a segmentation fault
at GridNotifiers.cpp:65 in IsWorldObjectOutOfSightRange()
The fix only affects bots to avoid changing behavior for real players.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Neatened some things up, removed obsolete code, added a break out of the loop if an empty guild name (none available) is returned from the playerbots_guild_names table.