Dev/smashing quasar/warnings correction#12
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hermensbas wants to merge 227 commits intohermensbas:masterfrom
Draft
Dev/smashing quasar/warnings correction#12hermensbas wants to merge 227 commits intohermensbas:masterfrom
hermensbas wants to merge 227 commits intohermensbas:masterfrom
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* 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.
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…t login operation. (#6)
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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>
…during the refactor.
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Pull Request
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:
How to Test the Changes
Complexity & Impact
Does this change add new decision branches?
Does this change increase per-bot or per-tick processing?
Could this logic scale poorly under load?
Defaults & Configuration
If this introduces more advanced or AI-heavy logic:
AI Assistance
If yes, please specify:
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
Notes for Reviewers
Anything that significantly improves realism at the cost of stability or performance should be carefully discussed
before merging.