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Dev/smashing quasar/warnings correction#12
hermensbas wants to merge 2634 commits intohermensbas:masterfrom
ShatteredDawn:dev/SmashingQuasar/warnings-correction

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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:

  • 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.

notOrrytrout and others added 25 commits January 14, 2026 18:41
…erbots#1978)

Replace deprecated vsprintf with vsnprintf to eliminate compiler warning
and prevent potential buffer overflow. Updated to latest commit.

Tested in game and it seemed to log actions just fine. I just basically
added a buffer size by using the current vsnprintf lib instead.
)

**Original issue:**
Bots/Characters received duplicate spells during randomization process.

**Root cause:**
When `PlayerbotFactory::Randomize` is processed, `InitSkills` is called
AFTER `InitAvailableSpells`, which causes the duplicate spells issue
because the skillline ability spell is already learned when processing
spells from trainers (`InitAvailableSpells`).

We simply need to change the order of the randomization process: skills
should be handled first, then spells. An alternative approach would be
to adjust the skillline abilities and check each spell for every skill,
but that seems redundant since we already have checks for the trainer's
spells.

`InitSkills` -> `SetRandomSkill` -> `SetSkill` ->
`learnSkillRewardedSpells` -> `learnSpell` -> duplicate error...

**Steps to reproduce:**
1. create common character and login with it
2. set level for this character eq. 80 (`.set level 79`)
3. create and run macro:
```
/g .playerbots bot initself
/g .saveall
```
4. logout -> login and run macro again

**Note:**
Also added checks for the trainer's spells since `GetSpell` can return
nullptr. Updated `LearnQuestSpells` after recent changes and used the
same logic and implementation from `Player::learnQuestRewardedSpells`.

Yes, we need to cast spells, or we should handle all spell effects that
quests/trainers have (for ex.: `SPELL_EFFECT_SKILL_STEP`,
`SPELL_EFFECT_UNLEARN_SPECIALIZATION`, `SPELL_EFFECT_BIND`).
Adding a guard against bots that may be registered in `playerBots`
variable as selfbot have appeared to crash here.

Edit: The exact circumstances that caused the incorrect registration are
under investigation as it seems to be 'atypical' behavior.
As requested

Poll
```
1. Yes
2. Yes
3. Maybe, but yes
```

---------

Co-authored-by: Celandriel <22352763+Celandriel@users.noreply.github.com>
In order to make consistent with raids but also to shorten max used
length directory for windows builds
…es (mod-playerbots#2028)

- Did some basic formatting
- Some generated docs
- Cleaned header/impl Helper.css
- Moved PerfMonitor from util to bot/handler/command

Still a freaking mess though, but its a start i guess. Cant ask ppl to
add more or make use of those when its so messy.
Added a definition for "AddClass bot" and refined the descriptions for "Randombot" and "Altbot" to better reflect their intended use cases.
This adds the bear form as an alternative form for druids with the cat
strategies. This applies to low level (<20) druids that have the cat
strategy applied. Reset botAI would not normally give them the strat,
because they dont have cat form, but if set, this allows more dps.
…mod-playerbots#1979)

Refactor the flightmastercache the bots use for finding the nearest
available flight master.

I made a small change to how the original function worked by storing the
database position for the flightmaster in the cache itself. This allows
us to calculate the distance from bot before accessing the creature
object, should be faster overall.
…mod-playerbots#2056)

Needs second pair of eyes, they appear in crash logs here and there. Its
merely a patch on a open wound.

----
As in aslong there multithreads in mapupdate, which we need for decent
performance and core calls are not done correctly due various reasons.
These type of issues remain.

Although i am planning to experiment a little with threadsafe execution
of our strategies vs performance.

The most effective thing we could do is check every single action and
check its stateless and where it does effect the state or read the state
of a core object its done in the safest way. flags, worldthread where
possible and/ot simply taking into account the state might be invalid.
IsHealAssistantOfIndex() and IsRangedDpsAssistantOfIndex() are supposed
to iterate through the group and first return members with the
applicable role that have the assistant flag, and then iterate through
non-assistants only if there are not enough assistants for the
designated index. They are not written properly and actually completely
ignore the assistant flag.

I rely on these functions for significant roles in SSC and TK (which I
have decided I'll PR in the same way as SSC, as a long-term draft). I
have them fixed on my own fork, but it is problematic for testers if
these functions do not work.

So I've done three things here:
1. Fixed the functions to prefer members with the assistant flag.
2. Added a third parameter for ignoreDeadPlayers, like
IsAssistTankOfIndex() has. Note that the parameter is by default false
for IsAssistTankOfIndex(), meaning dead players are _not_ ignored. This
is not my preferred design choice--I think the default should be to
ignore dead players, but I have not changed the default and have made
the default the same for IsAssistHealOfIndex() and
IsAssistRangedDpsOfIndex(), since I don't know the intent of the
pre-existing boss strats that use the functions.
3. Changed the names to IsAssistHealOfIndex() and
IsAssistRangedDpsOfIndex() so they parallel IsAssistTankOfIndex(), and
made corresponding changes in the few boss strats that use the
functions.

Also, note that the functions _do _not_ exclude real players. I think
there are arguments for and against excluding real players. A fourth
parameter for this could be useful, but I've not made any change in that
regard.
Solve these two problems mod-playerbots#2043 mod-playerbots#1981
@Regrad is the main contributor of the code, while I was just helping to
submit the pull request. Express my gratitude to him.
After testing, the code is proven to be effective.
Issues:
- When you have selfbot enabled and use summon command, you will summon
yourself. This causes odd movement if you summon while moving, and can
sometimes lead to falling through the floor.
- When using the summon command on bots with pets/guardians from a
medium distance (like jumping down a ledge then commanding summon), the
pets will pathfind run to catch up. This causes them to aggro everything
on the way.

Solution: 
Fix summon logic to prevent selfbot summon and ensure pets are
teleported with bots.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
* 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
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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8 participants