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Dev/smashing quasar/warnings correction#12

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hermensbas wants to merge 227 commits intohermensbas:masterfrom
ShatteredDawn:dev/SmashingQuasar/warnings-correction
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Dev/smashing quasar/warnings correction#12
hermensbas wants to merge 227 commits intohermensbas:masterfrom
ShatteredDawn:dev/SmashingQuasar/warnings-correction

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Describe what this change does and why it is needed...


Design Philosophy

We prioritize stability, performance, and predictability over behavioral realism.
Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all
participants. Because every action and
decision tree is executed per bot and per trigger, even small increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the default configuration must remain the lightweight decision
model
. More complex behavior should only be
available as an explicit opt-in option, clearly documented as having a measurable performance cost.

Principles:

  • Stability before intelligence
    A stable system is always preferred over a smarter one.

  • Performance is a shared resource
    Any increase in bot cost affects all players and all bots.

  • Simple logic scales better than smart logic
    Predictable behavior under load is more valuable than perfect decisions.

  • Complexity must justify itself
    If a feature cannot clearly explain its cost, it should not exist.

  • Defaults must be cheap
    Expensive behavior must always be optional and clearly communicated.

  • Bots should look reasonable, not perfect
    The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those principles.


Feature Evaluation

Please answer the following:

  • Describe the minimum logic required to achieve the intended behavior?
  • Describe the cheapest implementation that produces an acceptable result?
  • Describe the runtime cost when this logic executes across many bots?

How to Test the Changes

  • Step-by-step instructions to test the change
  • Any required setup (e.g. multiple players, bots, specific configuration)
  • Expected behavior and how to verify it

Complexity & Impact

  • Does this change add new decision branches?

    • No
    • Yes (explain below)
  • Does this change increase per-bot or per-tick processing?

    • No
    • Yes (describe and justify impact)
  • Could this logic scale poorly under load?

    • No
    • Yes (explain why)

Defaults & Configuration

  • Does this change modify default bot behavior?
    • No
    • Yes (explain why)

If this introduces more advanced or AI-heavy logic:

  • Lightweight mode remains the default
  • More complex behavior is optional and thereby configurable

AI Assistance

  • Was AI assistance (e.g. ChatGPT or similar tools) used while working on this change?
    • No
    • Yes (explain below)

If yes, please specify:

  • AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
  • Purpose of usage (e.g. brainstorming, refactoring, documentation, code generation)
  • Which parts of the change were influenced or generated
  • Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB logic. We expect contributors to be honest
about what they do and do not understand.


Final Checklist

  • Stability is not compromised
  • Performance impact is understood, tested, and acceptable
  • Added logic complexity is justified and explained
  • Documentation updated if needed

Notes for Reviewers

Anything that significantly improves realism at the cost of stability or performance should be carefully discussed
before merging.

* fix: Made bots drink responsibly by implementing a real check algorithm on drinking.

* fix: Remove a unused variable.

* fix: Improved the drinking detection logic following PR comments.

* feat: Added inspector pattern to replace distinct functions.

* feat: Improved drinking behaviour drastically.

* chore: Removed debug action.

* chore: Removed remnants of debug code.

* fix: Improved DrinkAction::isPossible logic.
* fix: Changed PlayerbotsMgr to be a true Meyer's singleton passed by reference.

* fix: Migrated PlayerbotAIConfig to a clean singleton pattern instead of a pointer.

* fix: Migrated RandomItemMgr to a clean singleton pattern.

* fix: Migrated SharedValueContext to a clean singleton pattern.

* fix: Migrated PlayerbotCommandServer to a clean singleton instead of using a pointer.

* fix: Migrated PerfMonitor to a clean singleton instead of using a pointer.

* fix: Migrated FlightMasterCache to a clean singleton instead of using a pointer.

* fix: Migrated PlayerbotDungeonRepository to a clean singleton instead of using a pointer.

* fix: Migrated PlayerbotRepository to a clean singleton without using a pointer.

* fix: Migrated PlayerbotSpellRepository to a clean singleton instead of using a pointer.

* fix: Migrated GuildTaskMgr to a clean singleton instead of using a pointer.

* fix: Migrated PlayerbotGuildMgr to a clean singleton instead of using a pointer.

* fix: Migrated PlayerbotTextMgr to a clean singletong instead of using a pointer.

* fix: Migrated TravelMgr to a clean singleton instead of using a pointer.

* fix: Migrated TravelNodeMap to a clean singleton instead of a pointer and removed unused, misleading public constructor on the same class.

* fix: Migrated PlayerbotWorldThreadProcessor to a clean singleton instead of using a pointer.

* fix: Migrated ServerFacade to a clean singleton instead of a pointer.

* chore: Removed unnecessary const from move constructor/operator.
@SmashingQuasar SmashingQuasar force-pushed the dev/SmashingQuasar/warnings-correction branch from 440a3aa to 22504b9 Compare January 30, 2026 15:49
@SmashingQuasar SmashingQuasar force-pushed the dev/SmashingQuasar/warnings-correction branch 2 times, most recently from e27b86f to 452fdef Compare February 1, 2026 13:41
SmashingQuasar and others added 24 commits February 1, 2026 17:03
Updates are only to the config. This PR should be simple. Tl;dr is
destro pve spec is using the wrong glyphs.

Longer explanation--right now, PreMadeSpecGlyph in the config provides
for destro pve spec to use the following Major Glyphs at levels 15, 30,
and 80, respectively: Life Tap, Quick Decay, Conflagrate. Quick Decay is
useless for destro because destro does not cast Corruption except as a
filler instant cast when on the move. Meanwhile, the spec is almost
unplayable without Glyph of Conflagrate, so that should not be withheld
until level 80. After Conflagrate, there are several viable glyphs,
including Life Tap, Incinerate, Immolate, and Imp. I understand Glyph of
Life Tap gets worse over time to the point that you don't want to use
that glyph in ICC, but that's quite late, and it is useful for the vast
majority of the game as a glyph that would actually be available at
level 15. I also understand that Glyph of Immolate does not excel until
high gear levels. Therefore, I decided to use Incinerate as the default
level 80 glyph.

The new order for default glyphs for destro pve for levels 15, 30, and
80 is Life Tap, Conflagrate, and Incinerate, respectively. I also made a
couple of other very minor fixes in the config. No impact on performance
or AI, obviously.

Sidenote: Glyph of Conflagrate is not available at level 30--it requires
level 40, so from 30 to 40, InitGlyphs() will plug in a random glyph for
the second Major slot. This issue applies to many specs, and it's not
avoidable unless InitGlyphs() is broken up into level brackets, which I
think is not worthwhile. I think the better approach for glyphs is to
ensure the right ones are applied at high levels, but with an attempt to
make them usable at lower levels too where possible.

(cherry picked from commit 00d19db)

Co-authored-by: Crow <pengchengw@me.com>
@SmashingQuasar SmashingQuasar force-pushed the dev/SmashingQuasar/warnings-correction branch from 452fdef to d5f1983 Compare February 1, 2026 17:28
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2 participants