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Ssc raid strategies#86

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kadeshar wants to merge 40 commits intokadeshar:masterfrom
brighton-chi:ssc-raid-strategies
Closed

Ssc raid strategies#86
kadeshar wants to merge 40 commits intokadeshar:masterfrom
brighton-chi:ssc-raid-strategies

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@kadeshar kadeshar commented Feb 8, 2026

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.

All bosses
including removing Tainted Elementals from general target priority logic
Also took Sporebats off of prio list in Vashj P3. Bots are going in midair to kill them--it looks stupid and is basically cheating, and I don't know how to stop it.
also require tanks to be alive to maintain roles
Copilot AI review requested due to automatic review settings February 8, 2026 08:11
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Pull request overview

This PR introduces a Serpentshrine Cavern (“ssc”, map 548) raid strategy for Playerbots, wiring it into the existing raid-strategy selection/registration flow and adding the related SSC triggers, actions, helpers, and multipliers.

Changes:

  • Add SSC instance strategy selection (mapId 548 → ssc) and register SSC strategy/context objects in the AI engine.
  • Implement SSC-specific triggers/multipliers/helpers/strategy scaffolding to drive raid behaviors (Hydross, Lurker, Leotheras, Karathress, Tidewalker, Vashj).
  • Update playerbots config documentation to reflect SSC raid-cheat usage.

Reviewed changes

Copilot reviewed 15 out of 16 changed files in this pull request and generated 3 comments.

Show a summary per file
File Description
src/Bot/PlayerbotAI.cpp MapId 548 now maps to the ssc instance strategy.
src/Bot/Engine/AiObjectContext.cpp Registers SSC shared action/trigger contexts.
src/Ai/Raid/SerpentshrineCavern/Util/RaidSSCHelpers.h / .cpp SSC constants, timers/trackers, helper queries for encounter logic.
src/Ai/Raid/SerpentshrineCavern/Trigger/RaidSSCTriggers.h / .cpp SSC trigger set controlling encounter behaviors.
src/Ai/Raid/SerpentshrineCavern/Strategy/RaidSSCStrategy.h / .cpp Strategy wiring: trigger nodes and multipliers for SSC.
src/Ai/Raid/SerpentshrineCavern/RaidSSCTriggerContext.h Named trigger factory registrations for SSC triggers.
src/Ai/Raid/SerpentshrineCavern/RaidSSCActionContext.h Named action factory registrations for SSC actions.
src/Ai/Raid/SerpentshrineCavern/Multiplier/RaidSSCMultipliers.h / .cpp SSC multipliers that suppress/shape default behaviors during mechanics.
src/Ai/Raid/SerpentshrineCavern/Action/RaidSSCActions.h Declares SSC action implementations used by the strategy.
src/Ai/Raid/RaidStrategyContext.h Registers the ssc raid strategy.
conf/playerbots.conf.dist Updates raid-cheat comment to include SSC.

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Comment on lines 662 to 667
if (!botAI->HasCheat(BotCheatMask::raid))
return 1.0f;

if (AI_VALUE2(Unit*, "find target", "lady vashj"))
{
if (dynamic_cast<LootAction*>(action))
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LadyVashjDoNotLootTheTaintedCoreMultiplier has its raid-cheat condition inverted: the comment says bots should NOT loot the tainted core when the raid cheat is NOT enabled, but the code currently disables LootAction only when the cheat IS enabled. This will allow bots to loot the core in non-cheat mode (likely breaking the intended core-passing flow) and may also unnecessarily disable looting when cheat mode is on. Flip the condition so generic looting is blocked during the Vashj encounter unless raid cheat is enabled (or otherwise align code + comment).

Suggested change
if (!botAI->HasCheat(BotCheatMask::raid))
return 1.0f;
if (AI_VALUE2(Unit*, "find target", "lady vashj"))
{
if (dynamic_cast<LootAction*>(action))
if (AI_VALUE2(Unit*, "find target", "lady vashj"))
{
// Without the raid cheat, prevent generic looting of the core during the Vashj encounter
if (!botAI->HasCheat(BotCheatMask::raid) &&
dynamic_cast<LootAction*>(action))

Copilot uses AI. Check for mistakes.
Comment on lines +453 to +463
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && member->HasAura(SPELL_STATIC_CHARGE))
return true;
}
}

return false;
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LadyVashjBotHasStaticChargeTrigger name/behavior mismatch: it currently returns true if ANY group member has Static Charge, which will make every bot run the "static charge move away from group" action. This should likely check whether this bot has SPELL_STATIC_CHARGE (or rename the trigger + adjust actions if the intent is raid-wide behavior).

Suggested change
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && member->HasAura(SPELL_STATIC_CHARGE))
return true;
}
}
return false;
return bot->HasAura(SPELL_STATIC_CHARGE);

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Comment on lines +656 to +669
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->HasAura(SPELL_ENTANGLE))
continue;

if (botAI->IsMelee(member))
return true;
}
}

return false;
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LadyVashjBotIsEntangledInToxicSporesOrStaticChargeTrigger also appears to be raid-wide instead of per-bot: it scans the group and triggers if any (melee) member has SPELL_ENTANGLE, causing all bots to execute "use free action abilities". This should check the current bot's relevant auras (and/or include Static Charge if that’s intended by the trigger name) so only affected bots react.

Suggested change
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->HasAura(SPELL_ENTANGLE))
continue;
if (botAI->IsMelee(member))
return true;
}
}
return false;
// Trigger only when this bot is actually affected, not when any group member is.
return bot->HasAura(SPELL_ENTANGLE);

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@kadeshar kadeshar closed this Feb 8, 2026
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2 participants