Stripped down version of #1818. No new features. Refactors
IsPossibleTarget in AttackersValue.cpp to a better style and makes sure
pets don't attack in prohibited zones.
Testing:
Confirmed that aggro pets no longer attack in PVP prohibited areas, but
still do outside them. Zim'Torga in Zul'Drak is a good example to test
this (ID 4323). Lookout for death knights with a Risen Ally
(uncontrolled and naturally aggro) now they respect PVP prohibition like
their master.
Note: If you manually teleport a bot that is in mid combat to a PVP
prohibited area, its aggro pet might still attack, because its master is
still in combat strategy. Otherwise the pet will not attack if its
master has switched to non-combat.
Fix the naming conventions.
Master should be reserved to identify a bots Master.
groupleaders are not necessarily group masters and it should be clear
what the bot is looking for. (In most solo cases leader=master)
Fixes crashes and race conditions when bots perform group/guild/arena
operations by moving thread-unsafe code to world thread.
Potentially fixes#1124
## Changes
- Added operation queue system that runs in world thread
- Group operations (invite, remove, convert to raid, set leader) now
queued
- Arena formation refactored to use queue
- Guild operations changed to use packet queueing
## Testing
Set `MapUpdate.Threads` > 1 in worldserver.conf to enable multiple map
threads, then test:
- Group formation and disbanding
- Arena team formation
- Guild operations (invite, promote, demote, remove)
- Run with TSAN
cmake ../ \
-DCMAKE_CXX_FLAGS="-fsanitize=thread -g -O1" \
-DCMAKE_C_FLAGS="-fsanitize=thread -g -O1" \
-DCMAKE_EXE_LINKER_FLAGS="-fsanitize=thread" \
-DCMAKE_INSTALL_PREFIX=/path/to/install \
-DCMAKE_BUILD_TYPE=RelWithDebInfo
build
export
TSAN_OPTIONS="log_path=tsan_report:halt_on_error=0:second_deadlock_stack=1"
./worldserver
The crashes/race conditions should no longer occur with concurrent map
threads.
## New Files
- `PlayerbotOperation.h` - Base class defining the operation interface
(Execute, IsValid, GetPriority)
- `PlayerbotOperations.h` - Concrete implementations:
GroupInviteOperation, GroupRemoveMemberOperation,
GroupConvertToRaidOperation, GroupSetLeaderOperation,
ArenaGroupFormationOperation
- `PlayerbotWorldThreadProcessor.h/cpp` - Singleton processor with
mutex-protected queue, processes operations in WorldScript::OnUpdate
hook, handles batch processing and validation
---------
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
Co-authored-by: SaW <swerkhoven@outlook.com>
Co-authored-by: bash <hermensb@gmail.com>
fixes https://github.com/mod-playerbots/mod-playerbots/issues/1854
-----
Also includes fixes for:
-----
* Bots swimming with waterWalk kept switching between swimming and
walking, as result jittering effect swimming under water when water
walking active
* Bots flying close above water they would land on water and start
walking, now they stay flying unless on solid ground they will land and
start walking by design
-----
Moved all flag setting to updateMovementState:
* So all movement flag are handled in updateMovementState which also
contains the restricted movement logic.
* Handle restricted movement logic and preventing SendMovementFlagUpdate
while being restricted.
-----
Known issue when flying the following bots feel a bit jittering, wont
touch for now at least till core movement changes quirks has been dealt
with.
The current code is the extended version of what is originally was
before core merge with refactored movements. Once the core movement
refactors are settled a bit more i would like to revisit this code; as i
would expect more imperative code and less manual flag setting e.g.
bot->SetWaterWalking, SetGravitiy..SetCanFly etc.
## Summary
This PR fixes the Crash 1 Source from Issue
[#1840](https://github.com/mod-playerbots/mod-playerbots/issues/1840)
posted in a @Regrad posted logs, in `SeeSpellAction::Execute` when an
RTSC "see spell" event arrives with an empty or malformed `WorldPacket`.
In that case the code used to read from the packet without any
validation, causing a `ByteBufferException` and a crash in the map
thread.
## Fix
- Reset the packet read position and check that the RTSC header
(castCount + spellId + castFlags) fits into the packet before reading.
- Wrap `SpellCastTargets::Read` in a `try { } catch (ByteBufferException
const&) { }` block so truncated RTSC payloads are handled gracefully.
- Check that `targets.GetDst()` is not `nullptr` before accessing its
position.
For valid RTSC packets the behavior is unchanged; malformed packets are
now safely ignored instead of crashing the server.
## Testing
- Sent bots to multiple locations using RTSC and verified they still
move as before.
- Reproduced the previous crash scenario with malformed RTSC packets:
the worldserver no longer crashes and the event is simply ignored.
---------
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
# Fix bot mount behavior when master dismounts
## Summary
Improves bot mount/dismount logic to ensure better coordination with the
master player. The bot now remains mounted when closing distance to a
recently dismounted master and mounts up to assist the master in combat.
The changes have been tested using the testcases described in the second
half of the PR description, which provide some directions on how this PR
can be tested and verified.
Closes: #1660
## Changes
- Add masterInCombat variable to track master combat state
- Modify target-based logic to consider master combat state
- Change mount priority when bot is not in combat to favor
master-following
- Remove combatReach from distance calculations (duplicate)
## Implementation
Added two methods:
- `StayMountedToCloseDistance()` - prevents premature dismounting when
the master dismounts
- `ShouldMountToCloseDistance()` - determines when to mount for master
assistance, even if master is not mounted at this time
Modified Execute() method:
- Target-based shouldMount/shouldDismount considers the master's combat
state
- Combat assistance logic separated from general following
- Mount when master in combat, but the bot is not
Distance logic:
- Combat: dismount at CalculateDismountDistance() (18-25 yards)
- Non-combat: dismount at 10 yards
- Mount threshold: 21+ yards
## Result
- Bots mount to assist masters in combat
- Bots stay mounted longer during travel
- Different dismount distances based on context
- Existing mount selection logic unchanged
# Mount Behavior Testing
## Prerequisites
1. Add a test bot: `.playerbots bot add <charactername>` or `.playerbots
bot addclass <class>`
2. Test in a level-appropriate outdoor area (mobs should not die with
one hit, as this makes testing combat assistance impossible)
3. Both master and bot must have mounts available
## Test 1: Combat Assistance Mounting
**Objective**: Verify bot mounts to assist the master in combat
**Detailed Steps**:
1. Position both master and bot dismounted
2. Command bot to stay: `/w <botname> stay`
3. Move master 35+ yards away from bot
4. Target a nearby mob and attack the mob
5. Command bot to assist: `/w <botname> follow`
**Expected Results**:
- Bot immediately mounts up (within 1-2 seconds cast time)
- Bot rides toward master while mounted
- Bot dismounts at ~18-25 yards from master/mob
- Bot engages in combat to assist
**Failure Indicators**:
- Bot runs dismounted (old behavior)
- Bot never mounts despite distance
- Bot mounts but doesn't dismount at proper assist range
## Test 2: Non-Combat Dismount Distance
**Objective**: Verify bot stays mounted longer during peaceful travel
**Detailed Steps**:
1. Both master and bot start dismounted
2. Mount up: use any mount
3. Verify bot also mounts: `/w <botname> follow`
4. Travel together for 10+ seconds to establish following
5. While moving, dismount master but continue running
6. Observe bot behavior as you move away
**Expected Results**:
- Bot stays mounted while master runs dismounted
- Bot only dismounts when within ~10 yards of master
## Test 3: Target Interference Prevention
**Objective**: Verify target selection doesn't prevent mounting when
master needs help
**Detailed Steps**:
1. Position bot 35+ yards from master: `/w <botname> stay` then move
away
2. Find a mob visible to both master and bot
3. Target the mob (do not attack): click on mob to select it
4. Verify bot can see the target: `/w <botname> attack` (bot should
respond about target)
5. Cancel bot attack: `/w <botname> follow`
6. Now attack the mob yourself (master enters combat)
7. Observe bot behavior immediately after master engages
**Expected Results**:
- Bot mounts up despite having the same target selected
- Bot rides toward combat area while mounted
- Bot dismounts at assist range (~18-25 yards)
- Target selection does not prevent proper mount behavior
**Failure Indicators**:
- Bot runs dismounted toward target (target interference)
- Bot doesn't mount because it's "focused on target"
## Test 4: Basic Mount Following
**Objective**: Verify fundamental mount matching still works
**Detailed Steps**:
1. Start both master and bot dismounted
2. Ensure bot is following: `/w <botname> follow`
3. Mount up on any available mount
4. Wait 2-3 seconds and observe bot
5. Test different mount speeds if available (60%, 100%, 280% speed)
6. Test dismounting and remounting
**Expected Results**:
- Bot mounts within 2-3 seconds of master mounting
- Bot uses appropriate mount speed to match master
- Bot dismounts when master dismounts (basic following)
- No regression in basic mount following behavior
## Test 5: Distance-Based Mounting Threshold
**Objective**: Verify bot mounts at efficient distance threshold (21+
yards)
**Detailed Steps**:
1. Both master and bot start dismounted in safe area (no mobs)
2. Command bot to stay: `/w <botname> stay`
3. Record starting position: `.gps`
4. Walk exactly 15 yards away (short distance)
5. Command bot to follow: `/w <botname> follow`
6. Observe: bot should run dismounted (distance too short)
7. Command bot to stay again: `/w <botname> stay`
8. Walk to 25+ yards away from bot
9. Record new position: `.gps`
10. Command bot to follow: `/w <botname> follow`
**Expected Results**:
- At 15 yards: Bot runs dismounted (inefficient to mount)
- At 25+ yards: Bot mounts up immediately (efficient distance)
- Distance threshold should be ~21 yards based on mount cast time
efficiency
**Distance Calculation**: Use coordinates from `.gps` to verify exact
distances
## Test 6: Druid Form Integration (Druid Master Required)
**Objective**: Verify druid form compatibility with mount system
**Detailed Steps**:
1. Master must be druid with travel form available
2. Start both dismounted: `/w <botname> follow`
3. Shift master to travel form
4. Observe bot response (should mount or shift if druid)
5. Travel together for 10+ seconds
6. Shift master to normal form while moving
7. Observe bot dismount behavior
8. If available, test flight form in appropriate zones
**Expected Results**:
- Druid bot: matches master's form (travel form)
- Non-druid bot: uses equivalent mount speed
- Form changes trigger appropriate bot responses
- Speed matching works between forms and mounts
## Test 7: Battleground Mount Behavior
**Objective**: Verify mount behavior works in PvP environments
**Detailed Steps**:
1. Queue for battleground with bot in party
2. Enter battleground together
3. Test basic mount following in BG
4. Test flag-carrying restrictions (WSG/EotS)
5. Test mounting during BG combat scenarios
**Expected Results**:
- Bot mounts appropriately in battlegrounds
- Flag carrying prevents mounting
- Combat assistance mounting still works in PvP
Closer the original solution, i dont wanna drift to much away without
really good reason. At this point i still see NPC and bots moving
through the levels or even falling out the levels here and there. I
verified whether the MovePoint signature changes and related params
itself in playerbots has anything todo with it, even when params are
hardcoded the behavior remains. It could be deeper problem, but for now
it seems core problem. Therefore i dont wanna change to much until the
dust has settled a bit in core itself.
I havent implemented moveTakeOff or moveLand which are basically
responsible for the transitions phases between ground and air visa
versa. I have version where i use takeOff for the animation, which means
moving vertical. For now i am gonna leave for what it is.
PS: also includes additional movement fix for AreaTriggerAction which we
missed first time after the core update on movements.
@Wishmaster117 Been testing and trying a lot in the background on find
solutions and causes. The general solutions remains removed some tweaks,
altered code here and there. With the general idea to keep closer to the
original code for now at least.
Testing:
- Class abilities: Slow fall (priest), Flight Form (druid) : Green
- BG: Green
- Swimming and walking shallow waters: Green
- Takeoff and land when following master: Green
- Boat and zeppelins: Green
- Flymount and ground walking: Green
- Water Walking (shaman), Path of Frost (DK): Green
- Water Walking (shaman), Path of Frost (DK) transisions; flying,
swimming, water walking: Green
Skipping pets when group water walking, path of frost, once core pathing
changes has settled more i will add it. Which is easy but i dont wanna
add more edge cases and code branches for now.
# Eye of the Storm Flag Capture Behavior
## Previous Behavior
- Bots used to interact with the Netherstorm flag the moment they
reached interaction range, leading to instant pickups even before they
were correctly positioned.
- They did not respect the requirement to stand within the capture ring
or dismount before channeling, so the interaction finished immediately
without the intended delay.
## Current Behavior
- Bots now verify they are inside the Eye of the Storm capture circle
and will reposition toward the center flag or base flag until they are
within 2.5 yards of the game object before starting the channel.
- Once inside the circle they dismount, drop shapeshift forms, and come
to a full stop before beginning the channel cast.
- When channeling the center flag capture spell, bots keep checking for
the ongoing `SPELL_CAPTURE_BANNER` cast and wait for it to finish
instead of attempting repeated instant interactions.
- They will be interrupted if they receice any damage
These adjustments align the Eye of the Storm flow with the retail
mechanics and prevent bots from taking the flag instantly when it
spawns.
Fixes#1700.
Fix for issue #1768 where the bot master was not getting reset.
I also cleaned up leave group action to focus up function scope.
I moved the resets from #612 to the actual leaving function.
Disclosure: LLMs were NOT used in authoring this PR.
Test cases to consider for testers.
1. Master disbands group with random bots. Bots should go about their
business.
2. If you can dual box, create a raid where two real player both invite
random bots. One player leaves group, their bots should also leave.
(edge case, if a random bot that is supposed to leave the group becomes
leader they may disband the whole group.
* Check item score of rings/trinkets to determine the correct slot to equip
* Early return, removed unecessary if statements, single line statements
Simplify logic for equipping items by reducing nested conditions.
Fixes a thread safety issue where multiple bots dying in battlegrounds
simultaneously would corrupt the shared static unordered_map, causing
segmentation faults.
Changes:
- Remove: static m_botReleaseTimes map from AutoReleaseSpiritAction
- Add: bgReleaseAttemptTime member to PlayerbotAI (per-bot storage)
- Update: All references to use per-bot storage instead of static map
Why this fixes the crash:
- Each PlayerbotAI instance is accessed by only one map update thread
- No cross-thread access to shared data structures
- No mutex/locking required - thread-safe by design
- Automatic cleanup when bot is destroyed
Thread-safe solution: Per-bot state eliminates race conditions without
performance overhead.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
* Maintenance config controls
bools in config
* Update TrainerAction.cpp
removed some note-to-selfs (personal config preferences)
* Set default to true
Also tidied up some comments
* Update playerbots.conf.dist
* Reorganised
Changed the description in conf to be less conversational.
Rearranged the order that options are arranged, grouping by what made sense to me (the type of gameplay made easier/skipped by the option being enabled).
Rearranged the order the variables and method calls are listed in the code to match the order they are presented in the conf to make future maintenance of maintenance (:P) more intuitive.
* Update playerbots.conf.dist
Revert previous commit (change to call order in MaintenanceAction::Execute)
conf settings grouped
Add RemoveAurasWithInterruptFlags call before all TeleportTo operations
to prevent race condition crash in battlegrounds.
The crash occurs when area auras (like "Entering Battleground") are
queued for removal in Aura::UpdateTargetMap's targetsToRemove list,
but the unit is deleted before the 500ms update cycle completes,
causing SIGSEGV when accessing the dangling pointer.
This fix removes auras with AURA_INTERRUPT_FLAG_TELEPORTED and
AURA_INTERRUPT_FLAG_CHANGE_MAP before teleporting, matching the
behavior in Player::TeleportTo for real players.
Affected locations:
- BattleGround join/teleport
- Spirit healer/graveyard teleport
- Corpse resurrection teleport
- Meeting stone teleport
- Master follow teleport
- RPG unstuck teleport
- Random bot teleport
- Chat command teleport
Raid-specific teleports excluded as they require separate testing.
* fix: Optimize DrinkAction to check mana in isUseful instead of Execute
- Move HasManaValue check from Execute to isUseful for better performance
- Prevents non-mana classes from executing drink actions unnecessarily
- Improves AI efficiency by early filtering in isUseful method
Addresses reviewer feedback about HasManaValue usage optimization
* Update NonCombatActions.cpp
---------
Co-authored-by: bash <31279994+hermensbas@users.noreply.github.com>
This change modifies the `DrinkAction::Execute()` and `EatAction::Execute()` functions in `src/strategy/actions/NonCombatActions.cpp`.
Previously, playerbots could attempt to eat food or drink water while mounted, which is not possible in the game and creates unrealistic behavior.
This fix adds mount state checks to both actions:
1. `DrinkAction::Execute()` now checks `bot->IsMounted()` and returns false if mounted
2. `EatAction::Execute()` now checks `bot->IsMounted()` and returns false if mounted
This prevents bots from attempting to consume food or drinks while mounted, improving bot behavior realism and preventing unnecessary action attempts that would fail anyway.
* FIX Random Bot Guilds not initialising random emblem, colors, etc #1636
FIX Random Bot Guilds not initialising random emblem, colors, etc #1636
* Update RandomPlayerbotFactory.cpp
* Add sql patch an remove FixEmptyGuildEmblems() function
* Paladin buff logic: Sanctuary+Kings synergy, role-aware targeting, safer Greater buffs
* Update PaladinActions.cpp
* Update PaladinActions.cpp
* All configs should be implement into PlayerbotAIConfig and sPlayerbotAIConfig used in code
* added: prayer of fortitude
* Magic number removed
* Update PaladinActions.cpp
* Update PaladinActions.cpp
* Update PaladinActions.cpp
* Update PaladinActions.cpp
* Update PaladinActions.cpp
* Add patch for solo paladin in group
* Correction review
* Update PaladinActions.cpp
* Add harcoded text to DB