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Wishmaster117 and others added 30 commits January 19, 2026 22:53
# 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.

---------

Co-authored-by: Crow <pengchengw@me.com>
# Pull Request

The purposes of this PR are to (1) establish a general raid helper
framework for the benefit of future raid strategies and (2) make some
improvements to problematic areas of the raid strategy code.

List of changes:
1. Added new RaidBossHelpers.cpp and RaidBossHelpers.h files in the Raid
folder.

3. Moved reused helpers from Karazhan, Gruul, and Magtheridon strategies
to the new helper files.
4. Modified the prior function that assigned a DPS bot to store and
erase timers and trackers in associative containers--the function now
includes parameters for mapId (so a bot that is not in the instance will
not be assigned) and for the ability to exclude a bot (useful for
excluding particular important roles, such as a Warlock tank, so they
are not bogged down by these extra tasks at critical moments). I also
renamed it from IsInstanceTimerManager to IsMechanicTrackerBot.
5. Moved all helper files in raid strategies to Util folders (was needed
for ICC, MC, and Ulduar).
6. Renamed and reordered includes of Ulduar files in AiObjectContext.cpp
to match other raid strategies.
a. This initially caused compile errors which made me realize that the
existing code had several problems with missing includes and was
compiling only due to the prior ordering in AiObjectContext.cpp.
Therefore, I added the missing includes to Molten Core, Ulduar, and
Vault of Archavon strategies.
b. Ulduar and Old Kingdom were also using the same constant name for a
spell--the reordering caused a compile error here as well, which just
highlighted an existing problem that was being hidden. I renamed the
constant for Ulduar to fix this, but I think the better approach going
forward would be to use a namespace or enum class. But that is for
another time and probably another person.
7. Several changes with respect to Ulduar files:
a. The position constants and enums for spells and NPCs and such were in
the trigger header file. I did not think that made sense so moved them
to existing helper files.
b. Since the strategy does not use multipliers, I removed all files and
references to multipliers in it.
c. I removed some unneeded includes. I did not do a detailed review to
determine what else could be removed--I just took some out that I could
tell right away were not needed.
d. I renamed the ingame strategy name from "uld" to "ulduar," which I
think is clearer and is still plenty short.
8. Partial refactor of Gruul and Magtheridon strategies:
a. I did not due a full refactoring but made some quick changes to
things I did previously that were rather stupid like repeating
calculations, having useless logic like pointless IsAlive() checks for
creatures already on the hostile references list, and not using the
existing Position class for coordinates.
b. There were a few substantive changes, such as allowing players to
pick Maulgar mage and moonkin tanks with the assistant flag, but a
greater refactoring of the strategies themselves is beyond this PR.
c. I was clearing some containers used for Gruul and Magtheridon
strategies; the methods are now fixed to erase only the applicable keys
so that in the unlikely event that one server has multiple groups
running Gruul or Magtheridon at the same time, there won't be timer or
position tracker conflicts.

## How to Test the Changes

1. Enter any raid instance that has any code impacted by this PR
2. Engage bosses and observe if any strategies are now broken

I personally tested Maulgar, Gruul, and Magtheridon and confirmed that
they still work as intended.

## Complexity & Impact

I do not expect this PR to have any relevant changes to in-game
performance, but I will defer to those more knowledgeable than I if
there are concerns in this area. As I've mentioned before, you can
consider me to be like a person who has taken half an intro C++ course
at best.

## AI Assistance

None beyond autocomplete of repetitive changes.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
# Pull Request

Added Chilton wand to excluded to equipment items for bots and unified 2
exclusion lists to single one.
Resolves: mod-playerbots#2093

---

## How to Test the Changes

Couldnt reproduce Chilton wand bug then testing sound impossible.
Someone can try getting this items on shaman.

## Complexity & Impact

Does this change add new decision branches?
- - [x] No
- - [ ] Yes

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes

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?
- - [x] No
- - [ ] Yes
---

## Final Checklist

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

---
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8 participants