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Unused warnings#88

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kadeshar wants to merge 4 commits intokadeshar:masterfrom
Celandriel:unusedWarnings
Closed

Unused warnings#88
kadeshar wants to merge 4 commits intokadeshar:masterfrom
Celandriel:unusedWarnings

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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.

Copilot AI review requested due to automatic review settings February 8, 2026 15:48
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Pull request overview

This PR primarily removes unused variables/parameters and performs small refactors across the playerbot/AI code to reduce compiler warnings and improve code cleanliness.

Changes:

  • Removed unused locals/temporaries and simplified a few conditionals to address unused-variable warnings.
  • Minor refactors for readability (e.g., avoiding shadowing, removing redundant braces, small const/typing tweaks).
  • Small include cleanup/adjustments to match actual usage.

Reviewed changes

Copilot reviewed 69 out of 69 changed files in this pull request and generated 3 comments.

Show a summary per file
File Description
src/Mgr/Item/RandomItemMgr.cpp Removes unused upgrade-tracking variable(s) in upgrade list logic.
src/Bot/RandomPlayerbotMgr.cpp Cleans up unused vars/braces; comments out unused stats block.
src/Bot/PlayerbotMgr.cpp Removes unused member from login query holder.
src/Bot/Factory/PlayerbotFactory.cpp Removes unused locals and simplifies equip/bag/enchant logic.
src/Bot/Factory/AiFactory.h Removes stray blank line in includes.
src/Ai/World/Rpg/NewRpgInfo.cpp Removes unused parameter name / expands stub into block body.
src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp Removes unused local; small refactor to reuse zone id.
src/Ai/World/Rpg/Action/NewRpgAction.cpp Removes unused locals in quest/flight actions.
src/Ai/Raid/Ulduar/Trigger/RaidUlduarTriggers.cpp Removes unused locals; brace/format cleanup in triggers.
src/Ai/Raid/Ulduar/Action/RaidUlduarActions.cpp Removes unused locals; minor formatting adjustments.
src/Ai/Raid/ObsidianSanctum/Action/RaidOsActions.cpp Removes commented/unused locals.
src/Ai/Raid/Magtheridon/Multiplier/RaidMagtheridonMultipliers.cpp Removes unused target lookup.
src/Ai/Raid/Karazhan/Action/RaidKarazhanActions.cpp Removes unused structured binding result.
src/Ai/Raid/Icecrown/Trigger/RaidIccTriggers.cpp Removes unused boolean.
src/Ai/Raid/Icecrown/Multiplier/RaidIccMultipliers.cpp Removes unused globals in anonymous namespace.
src/Ai/Raid/Icecrown/Action/RaidIccActions.cpp Removes unused locals; fixes boolean shadowing.
src/Ai/Raid/GruulsLair/Action/RaidGruulsLairActions.cpp Removes unused locals; minor typing tweak around sizes.
src/Ai/Dungeon/TrialOfTheChampion/Action/TrialOfTheChampionActions.cpp Removes unused item position locals.
src/Ai/Dungeon/Gundrak/Action/GundrakActions.cpp Removes unused local initialization.
src/Ai/Dungeon/ForgeOfSouls/Action/ForgeOfSoulsActions.cpp Removes unused locals; cleans up loop body.
src/Ai/Class/Shaman/Trigger/ShamanTriggers.h Simplifies SetTotemTrigger ctor/signature; removes unused member.
src/Ai/Class/Shaman/Trigger/ShamanTriggers.cpp Removes unused helper; keeps active logic consolidated.
src/Ai/Class/Paladin/Action/PaladinActions.cpp Removes unused using/import and unused helper overload.
src/Ai/Base/Value/StatsValues.cpp Removes unused free-slot accumulator.
src/Ai/Base/Value/SnareTargetValue.cpp Removes unused current-target fetch.
src/Ai/Base/Value/PossibleRpgTargetsValue.cpp Adds needed include; minor null/typing cleanup.
src/Ai/Base/Value/PartyMemberWithoutAuraValue.h Removes unused config include/parameter.
src/Ai/Base/Value/PartyMemberToDispel.cpp Whitespace cleanup.
src/Ai/Base/Value/LeastHpTargetValue.cpp Removes unused include/local; minor whitespace.
src/Ai/Base/Value/ItemUsageValue.cpp Minor refactor to avoid repeated field access.
src/Ai/Base/Value/GrindTargetValue.cpp Removes unused locals.
src/Ai/Base/Value/Arrow.cpp Removes unused x/y computation; tightens loops.
src/Ai/Base/Trigger/RangeTriggers.cpp Removes unused helper function (only referenced in commented code).
src/Ai/Base/SharedValueContext.h Narrows include from Playerbots.h to PlayerbotAI.h.
src/Ai/Base/Actions/WipeAction.cpp Adds null checks / refactors owner/master comparison.
src/Ai/Base/Actions/WhoAction.cpp Removes unused parameter name.
src/Ai/Base/Actions/UseItemAction.cpp Removes unused local.
src/Ai/Base/Actions/TravelAction.cpp Simplifies control flow; removes unreachable return.
src/Ai/Base/Actions/TradeStatusAction.cpp Removes unused locals; simplifies trade checks.
src/Ai/Base/Actions/TellLosAction.cpp Removes unused spellInfo local.
src/Ai/Base/Actions/TameAction.cpp Removes unused local.
src/Ai/Base/Actions/TalkToQuestGiverAction.cpp Removes unused locals in reward/query parsing.
src/Ai/Base/Actions/SuggestWhatToDoAction.cpp Removes unused local; ctor init order tweak.
src/Ai/Base/Actions/StayActions.cpp Removes unused distance local.
src/Ai/Base/Actions/ShareQuestAction.cpp Removes unused parameter usage.
src/Ai/Base/Actions/SetHomeAction.cpp Removes duplicated branches.
src/Ai/Base/Actions/SetCraftAction.cpp Avoids unchecked map lookup result; adds explicit null check.
src/Ai/Base/Actions/SecurityCheckAction.cpp Uses RandomPlayerbotMgr singleton directly (equivalent to macro).
src/Ai/Base/Actions/SayAction.cpp Removes unused local.
src/Ai/Base/Actions/RememberTaxiAction.cpp Removes unused local.
src/Ai/Base/Actions/QuestAction.cpp Removes unused locals in quest event handlers.
src/Ai/Base/Actions/QueryQuestAction.cpp Removes unused requester local.
src/Ai/Base/Actions/PetsAction.h Removes unused member.
src/Ai/Base/Actions/MovementActions.h Removes unused member.
src/Ai/Base/Actions/MovementActions.cpp Removes unused locals/comments; small refactors.
src/Ai/Base/Actions/MailAction.cpp Removes unused local while retaining free-slot logic.
src/Ai/Base/Actions/LootStrategyAction.cpp Removes unused available-loot local.
src/Ai/Base/Actions/LootRollAction.cpp Removes unused locals; minor cleanup.
src/Ai/Base/Actions/InviteToGroupAction.cpp Removes unused guild local.
src/Ai/Base/Actions/GuildCreateActions.cpp Removes unused locals/constants.
src/Ai/Base/Actions/GiveItemAction.cpp Removes unused moved flag.
src/Ai/Base/Actions/FishingAction.cpp Removes unused locals.
src/Ai/Base/Actions/EquipAction.cpp Removes unused bag cast local; keeps bag swap logic.
src/Ai/Base/Actions/DebugAction.cpp Removes unused variable assignment.
src/Ai/Base/Actions/ChooseTravelTargetAction.cpp Removes unused locals; minor cleanup.
src/Ai/Base/Actions/ChooseRpgTargetAction.cpp Removes unused commented locals.
src/Ai/Base/Actions/ChatShortcutActions.cpp Removes redundant braces; minor formatting.
src/Ai/Base/Actions/BattleGroundTactics.cpp Removes unused locals; keeps objective selection logic.
src/Ai/Base/Actions/BattleGroundJoinAction.cpp Removes unused locals in join flow.

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Comment on lines +11 to 15
Player* const owner = event.getOwner();
Player* const master = this->botAI->GetMaster();

if (botAI->GetMaster()->GetGUID() != event.getOwner()->GetGUID())
if (owner != nullptr && master != nullptr && master->GetGUID() != owner->GetGUID())
return false;
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The null-check logic here can allow the action to proceed (and kill the bot) when either event.getOwner() or botAI->GetMaster() is null, because the early-return only triggers when both are non-null and GUIDs differ. If this action is intended to be restricted to the bot's master issuing the command, it should return false when owner is null, master is null, or the GUIDs don't match.

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Comment on lines +2949 to 2951

ObjectGuid currentSkullTarget = group->GetTargetIcon(RtiTargetValue::skullIndex);

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currentSkullTarget is indented as if it were guarded by the if (!group) check, but it is not. This can be misleading to readers and can also trigger -Wmisleading-indentation style warnings. Align this declaration with the surrounding block scope.

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Comment on lines +2970 to +2972
FollowMasterStrategy followMasterStrategy(botAI);
if (botAI->HasStrategy(followMasterStrategy.getName(), BotState::BOT_STATE_NON_COMBAT))
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + followMasterStrategy.getName(), BotState::BOT_STATE_NON_COMBAT);
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This condition appears inverted compared to other usages in the same file (e.g. adding follow master only when it is not already present). As written, the strategy is only added when it already exists, so bots that don't currently have follow master won't get it enabled before portal use.

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@kadeshar kadeshar closed this Feb 9, 2026
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3 participants