* CMaNGOS Playerbots "lfg" command implemented
* Remove logging, fix warning, add suggestion
- Remove LOG_INFO's console clutter, since 'lfg' command is working correctly now.
- Warning C26813 fixed for: placeholders["%role"] = (role == BOT_ROLE_TANK ? "tank" : (role == BOT_ROLE_HEALER ? "healer" : "dps"));
- Added suggestion to let bots do autogear & maintenance, so players can instantly start their dungeon or raid activities without manually having to configure the playerbots gear. It could save a lot of time. This is up to discussion for playerbots maintainers.
* feat(playerbots): staggered taxi take-off for bots
Adds four new configurable settings to playerbots.conf:
- AiPlayerbot.BotTaxiDelayMinMs: Min random delay before the 1st follower bot clicks the flight-master
- AiPlayerbot.BotTaxiDelayMaxMs: Upper bound for the overall taxi delay window – larger spreads big raids
- AiPlayerbot.BotTaxiGapMs: Fixed gap added per group-slot so bots never take off together
- AiPlayerbot.BotTaxiGapJitterMs: Extra small randomness added to each gap so launches don’t look robotic
These options allow server owners to fine-tune how bots queue up and take off from flight masters, making their behavior appear more natural.
Closes#1017 : Bots use Flight master nearly the same time.
* fixed build errors
Was missing a header and variable declarations.
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.
* New rpg startup speed up and refactor
* New rpg do quest
* Fix invalid height in quest poi
* Add quest accept and reward limitation
* New rpg quest improvement
* Organize quest log, reward quests and fix grind target
* Quest dropped statistic and remove redundant code
* Decrease grind relevance lower than loot
* Fix new rpg drop quest
* Go to reward quest instead of innkeeper when quest completed
* Fix incorrect logic in do quest reward
* Fix reset quests in factory
* Fix crash on grind target value
Co-authored-by: SaW <swerkhoven@outlook.com>
* Fix a minor error in DoCompletedQuest
* Let bots get rid of impossible quests faster
* Increase loot fluency (especially for caster)
* Remove seasonal quests from auto accept
* Enhance quest accept condition check
* Add questgiver check (limit acceptation of quest 7946)
* Questgiver check and localization
* Near npc fix
* Fix quest item report
* Add lowPriorityQuest set for quests can not be done
* Improve gameobjects loot
* Do complete quest
* FIx move far to teleport check
* Accept or reward quest from game objects
* Fix possible crash in rpg game objects
* Fix ChooseNpcOrGameObjectToInteract crash
---------
Co-authored-by: SaW <swerkhoven@outlook.com>
Resolves#947
Equip logic was failing as projectiles were never returning ITEM_USAGE_EQUIP in ItemUsageValue.cpp, added two cases where equip is returned:
If no ammo is currently set
If new ammo has higher DPS than old/currently equipped ammo
While testing this using "b [itemlink]" and "b vendor" to purchase arrows I noticed some issues with BuyAction.cpp and have resolved them:
Bots will now perform the "equip upgrades" action for any bought item that has an equip usage
When using "b vendor" to buy all useful items from vendors within interaction distance, it now sorts the list of available items by calculated item score and buys the highest scoring item (if it is higher than the currently equipped item) for each slot. It should not buy multiple items for the same slot anymore, saving gold/emblems/etc.
"b vendor" will now only attempt to buy 1 of each item. Consumable and projectile item types can be bought up to 10 times per execution as long as it is still useful to buy the item in each iteration of the for loop. All items were following this behaviour previously and since the equip command was only given after the for loop it would buy 10 of an item before triggering it wasn't useful to buy more.
And finally, resolved issues where a bot runs out of ammo mid-fight:
Re-enabled combat and non-combat "no ammo" strategies to perform "equip upgrades" action.
Modified GenericTriggers.cpp; AmmoCountTrigger::IsActive to return true when the bot has ammo but it is not equipped yet.
* Update PlayerbotAI.h
* Refactored a number of functions in PlayerbotAI.cpp
* Update PlayerbotAI.cpp
* Update PlayerbotAI.cpp - update for commit done
Take
568592f188
into account.
* Missing check for aurEff
* Update PlayerbotAI.cpp
nvm...
* Update PlayerbotAI.cpp
GetAura
* Update PlayerbotAI.cpp
Simplified/Optimized sPlayerbotAIConfig->dynamicReactDelay logic for in-combat.
* Update PlayerbotAI.cpp
Dubass fix
* Update PlayerbotAI.cpp
Fix bots leaving dungeon group,. again.
* Update PlayerbotAI.cpp
* Update PlayerbotAI.cpp - order correction
...Required for proper pet behavior.
* Update PlayerbotAI.cpp - UpdateAIGroupMembership()
Final refactor of helper function as all now works as required.
* Update PlayerbotAI.cpp
FindItemInInventory
* Update PlayerbotAI.h
Added helper functions, correct public -> private
* Make summon imp non-temporary
* Remove horse mount from troll
* Set facing to during spell casting
* Allow rpg status command
* Init unarmed skill and fix skill clear
* Cast delay after interrupt spell
OS+2 implemented.
- Kill Vesperon before fight
- Mark Main Tank in raid interface
Offtank still needs a bit of work, and dps needs to stop running around once they're safe. But it's usable currently.
I think this should probably work for OS+1 and OS+0 with no changes but I was more concerned about implementing +2.
OS+2 implemented.
- Kill Vesperon before fight
- Mark Main Tank in raid interface
Offtank still needs a bit of work, and dps needs to stop running around once they're safe. But it's usable currently.
I think this should probably work for OS+1 and OS+0 with no changes but I was more concerned about implementing +2.