Update will allow any adequately leveled bot to queue for all random and specific TBC dungeons. Normal and Heroic modes that require attunement or keys will be accessible by bots.
InitReputation: Level 70+ Bots will receive Honored rank for all the required factions needed for Heroic keys to function. I've placed the calls to InitRep before InitMounts, I feel we can do something with that in the future. Randomised rep values might allow bots to obtain other mounts?
InitKeyring: All bots receive all non-rep required keys (Shattered Halls Key, Shadow Labyrinth Key, Key to the Arcatraz), and bots with the required rep (Honored) get the other keys.
InitAttunementQuests: Level 60+ bots complete the Caverns of Time and Magister's Terrace attunement quests.
Updated acore_playerbots SQL; playerbots_dungeon_suggestion_definition; max_level increased to 73 (from 70) for all TBC Heroics and Magister's Terrace nomal. Allows more level appropriate bots to join.
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.
* Takes bot rotation into account and adjust accordingly when enabled as it requires to be higher than MaxRandomBots to function properly.
* Correct default config to reflect that bots pool size for rotation should be higher than MaxRandomBots
* Revert space at start of all lines.
* Remove RandomBotAccountCount requirement
* Remove RandomBotAccountCount
* Remove randomBotAccountCount
* Remove randomBotAccountCount
* Update playerbots.conf.dist
* Style
* Set RotationPoolSize to 20 to work with the bot amount defaults
* Update PlayerbotAIConfig.cpp: Sync with default config
* Set +1 where appropriate
* Acc patch (#73)
* Account for TBC
* Still made it possible to change manually if desired
* uint32 randomBotAccountCount;
* Update Playerbots.cpp
* German full translation
With the power of ChatGPT i translated all chatter texts into German locale.
Insterted the German texts into text_loc3.
Everything else should stay unchenged.
* forgot headline
* Edit to announcement
fits better into the AC MotD and looks much better
Add announcement on server initialization and character login.
For repack distribution and public server host, avoid unintentional violations of AGPLv3.0 license.
- Fix for the issue that bots occasionally moved awkward when mounted inside BG's
- Removed redundant mount data retrieval
- Removed redundant extra check on if carrying a flag (already covered in isUseful)
- Removed no longer necessary code
- Combined some conditions as having them separate made little sense anymore
- Moved checking carrying flag into the BG logic
* German full translation
With the power of ChatGPT i translated all chatter texts into German locale.
Insterted the German texts into text_loc3.
Everything else should stay unchenged.
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 of 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 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.
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
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).
Druids 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)
* EoTS: Changed FC logic to use MoveNear while not in combat
Similar to WSG commit from a few days ago
* Changed action priorities in EotS to ACTION_MOVE + x
* Adjusted EotS flag carrier objective selection
Random chance reduced from 1/2 to 1/3
Distance threshold before objective switch is considered reduced to 15.0yds
* Check game objects loot tables and determine if loot is valid
* Removed LOS checks since they already occur and removed enemy near node check
* Dismount if mounted, decresed interaction distance, added looting delay
* Decreased interaction distance
* oops, wrong file
* Check game objects loot tables and determine if loot is valid