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May 2, 2026
Merged

20260502#10
Badgermilk0 merged 95 commits into
Badgermilk0:masterfrom
mod-playerbots:master

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20260502

Wishmaster117 and others added 30 commits March 13, 2026 22:21
Summary
This PR improves Follow related behaviour when the master is on a
transport (zeppelin/boat). It makes follow actions safer and less
disruptive by:

Detecting when the master is on a transport and handling boarding
correctly
Avoiding teleport-under-floor issues by using a small positional offset
when teleporting the bot near the master
Preventing movement conflicts between MoveSpline/MotionMaster and the
transport driver by forcing a MotionMaster cleanup and MoveIdle after
boarding
Clearing movement flags (forward / walking) after boarding so the bot
does not remain in a walking/march state
Next-check delay after boarding to allow the server to update
transport/position state

Before this change, bots get stuck when attempting to board

Fight the server-side transport movement because local
MoveSpline/MotionMaster was still active
Repeatedly attempt movement on every follow tick while already a
passenger, causing jitter and CPU/noise This PR reduces stuck/jitter
cases, avoids conflicting movement commands, and makes boarding more
robust.

**Key changes**
Check master->GetTransport() and handle three main cases:
If bot already passenger of same transport: stabilize (StopMoving,
Clear(true), MoveIdle, StopMovingOnCurrentPos) and set a longer
next-check delay; return false (no new movement in theory).
If bot passenger of another transport: do nothing (avoid conflicting
behaviour).
If bot not a passenger of master transport: teleport bot near master
(with offsets) and call Transport::AddPassenger(bot, true),
then force:

bot->StopMoving()
bot->GetMotionMaster()->Clear(true)
bot->GetMotionMaster()->MoveIdle()

Remove movement flags MOVEMENTFLAG_FORWARD and MOVEMENTFLAG_WALKING
SetNextCheckDelay to random 1000–2500 ms
Log boarding with bot name, transport GUID and coordinates
Preserve earlier follow logic when master is not on a transport

Tests performed
Manual tests on a local server:

Master on boat/zeppelin -> bot teleports to a safe offset position and
becomes a passenger without getting stuck
Bot already passenger on same transport -> bot no longer issues movement
commands and stabilizes
Bot on a different transport -> no boarding attempt for master's
transport (no interference)
Movement flags cleared after boarding; bot stops local movement and does
not fight server transport movement

Now the bots follow their masters in the zeppelins and boats, although
sometimes they move around a bit inside when the zeppelin starts (they
must have smoked something bad).

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
# Pull Request

Most of the changes are not functional but are to modify style based on
comments received to the TK PR (e.g., eliminate nesting of if
statements) and leverage general boss helpers. There is some reordering
of returns and other changes to try to consolidate or clean-up the code
(such as removing unnecessary parameters).

The strategies themselves have only minor changes.

- Main tank no longer uses tangential movement for Lurker Spout, unlike
other bots. The MT will just call moves directly to a position behind
Lurker. This is because I found tangential movement was taking too long
for the MT to get in place since it starts right in front of Lurker.
- Vashj MT group Shaman will now use Grounding Totem without actually
switching to the Grounding Totem strategy. I have now eliminated all
strategy swaps, which I dislike because they persist after the
encounter, and it's better not to mess with player strategies since
presumably people are generally using Windfury or Wrath of Air for the
Air Totem.
- I made a ton of changes to Vashj core passing as I noticed the
existing logic is nonfunctional in several ways. It generally works fine
ingame, but the changes should make things much smoother. For example,
the storing of the nearest trigger NPC for generators in the existing
strategy is useless because it relies on insert_or_assign for an
unordered map that will continue to run during the course of the core
passing logic, and a similar issue exists with respect to the map to
store the last time a bot held a core. The result is that there is
slight movement of bots when the core is flying through the air and not
held by any bot because the trigger for core passing does not fire
during that period. In practice, the time is brief enough that the
sequence works OK, but it looks stupid because the bots should not be
moving at all. So that should be fixed.

There is a known issue re: core passing that would take extreme effort
to fix and I am not going to do it because it is a fringe situation.
There are a couple of spots where the Tainted Elemental can rarely spawn
that can result in a straight-line passing sequence to the nearest
generator that is blocked by LoS. Fixing this would be extremely
difficult and niche, so what you will need to do if this happens is to
just command your bots to destroy the core and try again with the next
spawn.

---

## 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?

I have attempted to streamline methods and even remove some. The
strategy is admittedly somewhat performance heavy due to the need for
function calls such as iterating over inventory items. However, the new
version should be less performance intensive than the merged
strategy--for example, there were places where all members of the raid
would have their inventory checked, but I've now limited the check to
only the 5 core handler bots. I've run the instance with pmon on, and
there are no methods that stand out as particularly resource intensive
when not in a boss encounter, and I view that as the most important
thing (though I make effort to reduce performance impact during
encounters also). Expensive checks that are unavoidable for the strategy
to work such as grid searches are gated behind cheaper checks.

---

## 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

Enter SSC with a raid group and run the instance, including all bosses.
Every boss should be killable, and every major mechanic should be
addressed by bots. I will work with Dreathean to get the Wiki up soon so
that should be a reference for testing strategies.

## Complexity & Impact

Does this change add new decision branches?
- - [ ] No
- - [x] Yes (**explain below**)

Only within the context of strategies, which are basically all new
decision branches, and there are some tweaks here to what is currently
merged.

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [ ] No
- - [x] Yes (**explain why**)

I'm sure if you have a large server, with multiple raid groups running
the instance at the same time, the performance impact could be
significant. But I have done my best to limit it, and I think some
notable performance impact is unavoidable with the current framework for
raid strategies.

---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)

Only for strategies in the instance.

If this introduces more advanced or AI-heavy logic:
- - [ ] Lightweight mode remains the default
- - [x] More complex behavior is optional and thereby configurable

There should be no impact if co +ssc and nc +ssc are not added to bots.
Because raid strategies are currently not removed after leaving an
instance, players should manually remove them (or reset botAI). This is
a general issue that needs to be addressed with the module.

---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [ ] No
- - [x] 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.

GPT-4 because I don't like to use up my premium requests in CoPilot and
I generally like it better than GPT-5 =P

I use LLMs to draft code snippets but do review everything and have
become less-and-less reliant over time. I don't use agent mode, only
ask. For this PR, I had it do the updated version of
AnyRecentCoreInInventory(), which is more complicated than before and
uses indexing for each bot to consider status of only prior bots in the
passing chain. Everything else either I wrote or could have written but
had the AI help and just edited afterward to save time.

---

## 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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
# Pull Request

In a few instances the code used reinterpret cast. This is potentially
risky if the object is incorrect. This is a safer approach.

---

## 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?
- - [x] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)

If this introduces more advanced or AI-heavy logic:
- - [x] 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 (**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

- - [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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
# Pull Request

Small fixes to naxxramas strategy

---

## Complexity & Impact

Does this change add new decision branches?
- - [x] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)

If this introduces more advanced or AI-heavy logic:
- - [x] 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 (**explain below**)

If yes, please specify:

Copilot CLI to code review

---

## 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
Core PR update.
mod-playerbots/azerothcore-wotlk#178

Core set packet as const, and so had to recast.
Maintenance PR to remove tasklist visible on github
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Update based on @Takenbacon feedback. Thank you for the correction to
the PR.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing 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, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - [x] No, not at all
    - [ ] Minimal impact (**explain below**)
    - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - [x] No
    - [ ] Yes (**explain below**)



## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
Does this change add bot messages to translate?
- [x] No
- [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- [x] No
- [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



## 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 (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
# Pull Request

This fixes the loot rolling behavior issue created by #2068 . 
Introduce the ability for enchanter bots to disenchant items they dont
need, and roll need on recipes they also need.
Make it so ITEM_USAGE_AH ensures the item is not BOP.
Try to reduce the call for item_usage in CalculateRollVote by passing
usage if available.

---

## 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?
-- Add a new check that downgrades greed rolls to desired levels, or
bools for the other two options.
- Describe the **cheapest implementation** that produces an acceptable
result?
-- As implemented.
- Describe the **runtime cost** when this logic executes across many
bots?
-- Same as before. Item usage is the heaviest part, and that hasnt
changed to accommodate this.

---

## How to Test the Changes

- multiple bots in a group with group loot on, do a dungeon or
something. One bot should be an enchanter.

## Complexity & Impact

Does this change add new decision branches?
- - [ ] No
- - [x] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [X] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [X] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ ] No
- - [X] Yes (**explain why**)
- - - Corrects the looting behavior to original design. 

If this introduces more advanced or AI-heavy logic:
- - [ ] Lightweight mode remains the default
- - [X] 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 (**explain below**)

---

## 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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
…ems when relic exists #2119 (#2197)

## Summary
* Detects shaman relics (relic type, totem subclass) in bags/equipment.
* Skips adding the four classic totem items (5175–5178) when a relic
exists.
* Cleans up any existing totem items from bags/equipment/bank when a
relic exists, while keeping Ankh handling intact.
## Test plan
Verified manually (local environment).

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
Co-authored-by: github-actions <github-actions@users.noreply.github.com>
# Pull Request

This PR adds the sense undead ability for Paladins, which they will keep
active at all times. This is mildly useful because the associated minor
glyph provides a 1% damage increase against undead while the ability is
active.

Sense undead is also added to InitClassSpells(). I understand that it is
a trainer spell so would normally be covered by InitAvailableSpells(),
but those playing with mod-individual-progression will not receive the
spell through InitAvailableSpells() because it is removed from trainers
by the mod (in TBC, a quest was required to obtain the spell).

Finally, the minor glyph of sense undead is now added to the config as a
default glyph for all PvE specs. It is not added for PvP specs because
Forsaken do not count as undead so the glyph is useless in PvP. I also
made some other tweaks to Paladin default minor glyphs that are not
worth spending any time talking about.

Edit: I also did some minor reformatting of code and replaced some
numbers with existing constants.

---

## 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?

The implementation just checks if a Paladin has the sense undead aura,
and if not, the Paladin will activate sense undead. It is simple and
cheap.

---

## 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?
- - [x] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [ ] No
- - [x] Yes (**describe and justify impact**)

Infinitesimally 

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)

Paladin bots will by default have sense undead enabled. There is no
disadvantage to this.

If this introduces more advanced or AI-heavy logic:
- - [x] 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 (**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

- - [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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
# Pull Request

Add references to wiki with me detailed installation information, and
troubleshooting page based on frequently observed issues in support.

Also included are

https://github.com/mod-playerbots/mod-playerbots/wiki/Installation-Guide
https://github.com/mod-playerbots/mod-playerbots/wiki/Troubleshooting

---------

Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
Fixes #2204 

## Pull Request Description
Fixes an opcode 149 ByteBufferException when Questie-335 (or other
addons that send addon messages) is used in a party with Playerbots.

The issue was caused by addon-language packets reaching parsing logic
they should not have reached. This change adjusts the early return for
`LANG_ADDON` packets before further handling.

## Feature Evaluation
- Describe the **minimum logic** required to achieve the intended
behavior.
- Moved the early return for `LANG_ADDON` packets in the outgoing packet
handler.

- Describe the **processing cost** when this logic executes across many
bots.
  - Negligible. It's a simple conditional check with an early return.

## How to Test the Changes
1. Install and enable Questie-335.
2. Invite at least 1 Playerbot to a party.
3. Accept a quest, abandon a quest, or progress a quest objective such
as kill credit or looting a quest item.
4. Verify the worldserver no longer logs opcode 149 ByteBufferException
errors.

## Impact Assessment
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - [x] No, not at all
    - [ ] Minimal impact (**explain below**)
    - [ ] Moderate impact (**explain below**)

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

- Does this change add new decision branches or increase maintenance
complexity?
    - [x] No
    - [ ] Yes (**explain below**)

## Messages to Translate
Does this change add bot messages to translate?
- [x] No
- [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
Was AI assistance used while working on this change?
- [x] No
- [ ] Yes (**explain below**)

## Final Checklist

- [x] Stability is not compromised.
- [x] Performance impact is understood, tested, and acceptable.
- [x] Added logic complexity is justified and explained.
- [ ] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
This is a small fix intended only to prevent addon language packets from
reaching incompatible packet parsing logic.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
…ogin. (#2209)

<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

The server initialization time on login is neither relevant to the
typical user, nor is it accurate. It simply takes `maxRandomBots`, does
some arbitrary multiplications and divisions on it, and declare that as
the time it takes the server to load. It does not take into account any
other of your server configurations nor your server capabilities.
Here we exchange that message with one more relevant to the user,
telling them the number of logged in bot (or set to be logged in with
DisabledWithoutRealPlayer enabled). But honestly, even removing that
whole snippet is a better idea than keeping the misleading message.

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

Alternatively the whole snippet can be removed.

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

Login and see the welcome messages.

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - [x] No, not at all
    - [ ] Minimal impact (**explain below**)
    - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - [x] No
    - [ ] Yes (**explain below**)



## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
Does this change add bot messages to translate?
- [x] No
- [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- [x] No
- [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



## 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 (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
# Pull Request

Feature - Enable multi node flying for bots
- Bots currently only do node to node flying. This PR makes it so they
can connect multiple noted.
-- This is enabled by sending a vector containing the node sequence
instead of a single destination node
-- To minimize the run-time cost of searching for available nodes and
connection, a cache of all possible connections is prepared at start up
using a BFS search algorithm.

Refactor 
- Move all world destination logic (cities, banks, inns) to existing
Travel manager
- Eliminate flightmastercache and integrate to new manager
- replace SQLs calls with in-memory data search by core
- Add in new map that stores creature areas by template. 

Clean up
- Move other rpg files to related folder. 
(Next steps) The selection for where bots fly to should be smarter than
it is. Instead of trying to determine where a bot can go, it should
first decide where it should go, and then identify the correct way to
get there.
---

## 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?
- - [x[ No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
The call itself is fairly infrequent, and although now there are a
greater number of paths available for the bots, I dont think it would be
significant.

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)

If this introduces more advanced or AI-heavy logic:
- - [x] 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
- - [x] Yes (**explain below**)
Gemini first suggested the use of a BFS algorithm. This was rewritten by
me to actually work as intended. Verification by additional logging not
present in final code.

Claude code converted the SQL filtering to the atrocious if statements
found in PrepareDestinationCache, but after verifying them it works. If
there are better ways to do this Im open to it.

---

## 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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

**Note for reviewers**: The Rogue files are very confusing, so for
background, there is DpsRogueStrategy, which is for all Rogues and
represented by the “dps” strategy in game, and there is also
AssassinationRogueStrategy, which is for Assassination and Subtlety
specs and represented by the “melee” strategy in game. So Combat has
only the dps strategy, while Assassination and Subtlety have the dps and
melee strategies.
- The main focus of this PR is to fix an issue with Assassination Rogues
that caused them to use Eviscerate instead of Envenom about 1/3 of the
time they should have been using Envenom, which was significantly
reducing their DPS. See the bottom of this post for an explanation for
why this was happening and why the fix works. Well, LMK if you think
it's wrong, but this is how I am understanding things, and my
back-of-the-envelope math (also below) supports it.

- After this PR, Assassination Rogues will use Eviscerate only if they
are unable to use Envenom (don't have the ability learned or no Deadly
Poison on the target) or if they don’t have Rank 3 in Master Poisoner.

- Additionally, Assassination Rogues previously would use
Envenom/Eviscerate at 3 or more combo points. This is suboptimal so I
created a new “combo points 4 available” trigger that will fire at 4 or
5 combo points only. They will still use the finisher at 3 combo points
if the mob is almost dead (via the existing “target with combo points
almost dead” trigger).

- I then added Cold Blood, which Rogues previously would not use at all.
Now there is a ColdBloodAction(), and Cold Blood is used when a Rogue
has at least 4 combo points, right before using Envenom (or Eviscerate).
I implemented it as a standard BuffTrigger so they’ll just use the
ability off cooldown.

- While looking at the combo point triggers, I thought it was confusing
that the “combo points available” trigger actually meant 5 combo points
(presumably because the default parameter for combo points in
ComboPointsAvailableTrigger() is 5). I changed the string to “combo
points 5 available” so it’s less confusing going forward. This
necessitated some changes in the Druid files too.

- Next, I cleaned up DpsRogueStrategy a bit. Not a lot to say, just some
duplicative or useless logic was removed. There shouldn’t be any impact
on gameplay from the changes.

- In the process of making the edits in the Druid files, I noticed that
the trigger for Tiger’s Fury in OffhealDruidCatStrategy was “low
energy,” which does not exist (there is a “light energy available,” but
the EnergyAvailable triggers are for when energy is AT LEAST the
designated level, not AT MOST the designated level). So I replaced the
trigger with the already-existing “tiger’s fury” trigger, which I think
is just a generic BuffTrigger so I don’t actually know why it exists
(i.e., Druid will use the spell off cooldown). But this particular
change is just a quick fix and not intended to be thoughtful (that would
be outside the scope of this PR).


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

There should be no relevant impact on performance. This PR adds one new
action triggered by the standard BuffTrigger. Otherwise, these are just
fixes to existing logic.

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

The easiest way to test is to fight a boss that doesn't tend to result
in downtime (since downtime can lead to the loss of deadly poison
stacks, in which case Eviscerate will (and should be) used by
Assassination Rogues). You can use a damage meter such as Skada to track
ability use. You should see:
- Assassination Rogues don't use Eviscerate at all, or very few times.
- Assassination Rogues use Cold Blood.
- Offheal Cat Druids use Tiger's Fury.
- Otherwise, Rogue and Cat Druid behavior should remain the same.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - [x] No, not at all
    - [ ] Minimal impact (**explain below**)
    - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - [ ] No
    - [x] Yes (**explain why**)


Default behavior for Assassination Rogues was broken, as explained
above.


- Does this change add new decision branches or increase maintenance
complexity?
    - [x] No
    - [ ] Yes (**explain below**)



## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
Does this change add bot messages to translate?
- [x] No
- [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- [ ] No
- [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

I had Claude help me diagnose the initial issue and help me understand
the queue system. And I had it implement the changes that were just
busywork (like combo point triggers).


## 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 (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

The reason for why Assassination Rogues were using Eviscerate so
frequently is due to the fact that Envenom and Eviscerate were part of
the same TriggerNode. When actions are part of the same TriggerNode,
they're processed together, and the actions are queued by priority. When
the higher-priority action is executed, the lower-priority action is not
cleared--it remains in the queue for expireActionTime from the config,
which is 5 seconds by default. Then, as soon as the lower-priority
action can be executed (without regard for triggers because it is
already triggered, just sitting in the queue), it will execute.

This pattern of code works fine ingame if (1) you are actually trying to
queue actions, like what I did with Cold Blood -> Envenom, (2) there are
other guards like IsUseful() and IsPossible() that keep unwanted actions
from executing, or (3) the trigger is just constantly firing so the
higher-priority action is always evaluated. But TriggerNode isn't really
the right way to implement action priority--that's through ActionNode.
AssassinationRogueStrategy had Envenom and Eviscerate in the same
TriggerNode, and then the corresponding ActionNode had Rupture as a
fallback. Now, I changed it so Eviscerate is instead a fallback in the
Envenom ActionNode (and Rupture is removed entirely because
Assassination Rogues just shouldn't be using it, except maybe on very
high-armor targets that are immune to poison, but that is very niche).

~

I did some back-of-the-envelope math to check this pattern. Say we're in
a situation where Deadly Poison is up so ideally the Rogue should use
Envenom 100% of the time. Through the old system, what would happen when
the trigger fired?
- Rogue uses Envenom since it's the higher-priority action.
- Due to the Ruthlessness talent, Rogue has a 60% chance of having 1
combo point after the finisher, 40% chance of 0 combo points. If it has
1 combo point, it uses Eviscerate immediately.
- If it has 0 combo points, it uses Mutilate. Mutilate grants 2 combo
points, unless it crits, in which case it grants 3 due to Seal Fate. If
Mutilate doesn't crit, the Rogue has 2 combo points, and it uses
Eviscerate. If Mutilate does crit, the Rogue has 3 combo points, and it
uses Envenom.
- So let's assume Mutilate has a 55% crit chance (very reasonable for a
Rogue in entry-level raid gear with raid buffs due to Opportunity giving
+20% crit chance to Mutilate). Mutilate hits twice, and if either hit
crits, Seal Fate Procs. The chance of at least one crit with two hits at
a 55% crit chance is ~80%. That means if Ruthlessness doesn't give a
combo point, there is an 80% chance that Envenom will be used and a 20%
chance that Eviscerate will be used.
- Combine the above, and the result of one trigger firing is you get 1
guaranteed Envenom + 0.6 Eviscerates (Ruthlessness proc path) + 0.32
Envenoms (No Ruthlessness proc but Seal Fate proc path) + 0.08
Eviscerates (No Ruthlessness proc and no Seal Fate proc path) = 1.32
Envenoms to each 0.68 Eviscerates, or a 1.94:1 ratio of Envenoms to
Eviscerates. That is basically identical to what I saw in practice of
roughly a 2:1 ratio of Envenoms to Eviscerates.
- I understand the above is simplistic and it assumes that the Rogue
gets a combo point within 5 seconds following using Envenom (very
likely) and that there are not two opportunities to use Envenom or
Eviscerate in the 5-second queue period after using Envenom (it can
happen but is uncommon). That's all at the margins and isn't going to
impact the math very much.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
# Pull Request

Added Every Man for Himself racial support
Partially resolves:
#2002

---

## How to Test the Changes

- when human bot is in combat apply aura via command `.aura 20066`
- bot should use "Every Man for Himself" to remove aura

## Complexity & Impact

Does this change add new decision branches?
- - [x] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)

Human bots now using "Every Man for Himself" by default where in combat

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [x] 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
- - [x] Yes (**explain below**)

Copilot CLI to review changes

---

## 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

---

## Notes for Reviewers

Test result:
<img width="358" height="97" alt="obraz"
src="https://github.com/user-attachments/assets/66044a93-d73b-4706-ae2f-ea8ae6e25438"
/>
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
This PR removes the break from SMSG_MOVE_KNOCK_BACK for knockbacks with
vertical speed of >35.0f. This break is the reason for many vertical
knockbacks having no effect on bots, including Shade of Aran's Flame
Wreath, High Astromancer Solarian's Wrath of the Astromancer, and
Archimonde's Air Burst. There is a comment that indicates that the limit
was originally added due to bots getting stuck from high-speed vertical
knockbacks. I have not observed this at all and have been playing with
this break removed for several months.

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

I honestly cannot say if there is impact on processing cost because I
have no understanding of packets. I would be surprised if there are any
performance issues since knockback packets are ordinarily getting sent
all the time, it's just a small number of moves that get skipped due to
this break.

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. .go creature name High Astromancer Solarian
2. Start combat and wait until a bot gets hit with Wrath of the
Astromancer
3. Wait for the aura to expire and watch the bot fly to Mars and fall
back down

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - [ ] No, not at all
    - [x] Minimal impact (**explain below**)
    - [ ] Moderate impact (**explain below**)

I do not know for sure, but as noted above, I would be surprised if
there was any notable performance impact.

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - [x] No
    - [ ] Yes (**explain below**)



## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
Does this change add bot messages to translate?
- [x] No
- [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- [x] No
- [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



## Final Checklist

- [x] Stability is not compromised.
- [ ] Performance impact is understood, tested, and acceptable. <- I
can't say for sure, but I've not had any issues. I would appreciate
getting thoughts from somebody knowledgeable about packet use, however.
- [x] Added logic complexity is justified and explained.
- [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
Fixes #2050

InitTalents builds a map of talentRow → [TalentEntry*] and iterates it
to teach talents row by row. WoW's talent system requires each row to be
filled before unlocking the next, so iteration must happen in ascending
row order. Commit
b474dc4 ("Performance optim") changed the container from std::map to
std::unordered_map, which has no guaranteed key ordering. As a result,
bots would frequently attempt to learn talents in a row whose
prerequisites hadn't been met
  yet, silently skipping them. I belive it's the reason of #2050 issue.

The fix is a one-character type change: restoring std::map<uint32, ...>,
which guarantees ascending key (row) order.

  How to Test the Changes

   1. Make fresh installation
   2. Create new character
   3. Observe talents tree of fresh rnd bots
  

  Was AI assistance used while working on this change?

- [X] Yes — GitHub Copilot CLI was used to identify the root cause
(unordered_map introduced in b474dc4 breaking talent row ordering),
stage the one-line fix, and draft this PR description. The code change
was reviewed and fully
  understood before submission.

Root cause commit: b474dc4
("Performance optim") — changed std::map to std::unordered_map in
InitTalents, breaking the row-ordering guarantee that WoW's talent
prerequisite system depends on.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
# Pull Request

Added new (for now manual) actions to cancel druid forms. 
Resolve: #1788

---

## Feature Evaluation

Please answer the following:

- order bot enter some form like `do travel form`
- order bot cancel form like `do cancel travel form`

---

## How to Test the Changes

- order bot enter some form like `do travel form`
- order bot cancel form like `do cancel travel form`

## Complexity & Impact

Does this change add new decision branches?
- - [x] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)
- 
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [x] No
- - [ ] Yes (**explain below**)

---

## 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

---
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

Fix merge error we missed due to core sync issues. 

## Pull Request Description
<!-- Describe what this change does and why it is needed -->



## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing 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, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - [x] No, not at all
    - [ ] Minimal impact (**explain below**)
    - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - [x] No
    - [ ] Yes (**explain below**)



## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
Does this change add bot messages to translate?
- [x] No
- [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- [x] No
- [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



## 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 (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
# Pull Request

This PR removes the fallback for Seal of Wisdom action from generic
Paladin strategy and moves it to Holy Paladin only. This is necessary
because a paladin who does not have Seal of Wisdom yet who goes low mana
and triggers the seal of wisdom action will end up falling back to Seal
of Righteousness, even though a better seal may be available, such as
Seal of Command.
The fallback is added to Holy Paladin so that low level holy paladins
still use Righteousness until they get Wisdom

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
Ret paladin without Seal of Wisdom shouldn't change seals on low mana.
- Describe the **cheapest implementation** that produces an acceptable
result?
Cheapest implementation is to remove seal of wisdom fallback for
non-holy paladins.
- Describe the **runtime cost** when this logic executes across many
bots?
No difference in cost compared to existing logic.
---

## How to Test the Changes

Use a ret paladin bot who has Seal of Command but who does not have Seal
of Wisdom. A paladin under level 38 will do.
Order them to attack something, like a test dummy, until they eventually
run low on mana.

Before this change: The paladin will switch to Seal of Righteousness
when they get low mana.
After this change: The paladin leaves Seal of Command on when they get
low mana.

## Complexity & Impact

Does this change add new decision branches?
- - [x] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)

If this introduces more advanced or AI-heavy logic:
- - [x] 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 (**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

- - [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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Modification to threat system required for current core update PR. 



## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing 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, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
Does this change add bot messages to translate?
    - - [x] No
    - - [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
    - - [ ] No
    - - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
Claude. Module search for changes made. It also identified a section of
dead code in EnemyPlayerValue due to incorrect ref that was fixed.


## 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 (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Fixed typo

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
- compile test-staging with 20260320-ac-merge


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
Does this change add bot messages to translate?
    - - [x] No
    - - [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
    - - [x] No
    - - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



## 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 (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Updates the PR template regarding translation workflow, noting in the
hidden instructions to the contributor that they must provide the full
translations for any new lines. Also in the instructions the contributor
is pointed to an example in the codebase of how this is done.

Forward facing, the entire section about translations is deleted as it's
not relevant anymore, and a step is added in the final checklist as a
reminder for any needed translations.

This PR itself is using the edited template.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing 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, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
# Pull Request

* Improper crash fix by 297f11d. That
fix worked not because setting `logout = true` stops the server from
crashing, but because it stopped the following `if (!logout)` block from
executing at all. In that block `delete target;` was the actual cause of
the crashing and this was recreated in testing.
`botWorldSessionPtr->LogoutPlayer(true);` already deleted target
internally, then comes `delete target;` to delete already freed memory
and the whole thing crashes.

* Players had the ability to logout anyone's alt/addClass bots. Now
there's a check to make sure command is from master.

* When commanded to logout, RNDbots in player's party used to reply with
"I'm logging out!", but they don't, because they shouldn't, because they
are not alt/adClass bots. Now they say "You can't command me to logout!"

* Added early exits for the "logout cancel" block, then I remembered
bots were made to always instantly logout because of past issues with
timed logout. Need to review whether or not we should re-implement timed
logout, or if it's not worth it and its dead code removed with instant
logout remaining the only option.

---

## 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?

This PR removes more code than it adds, and makes sure that exits happen
as early as possible. It has no effect on processing power and makes the
code slightly more maintainable.

---

## How to Test the Changes

1. Whisper `logout` to any bot whose master is not you. The bot can be
RND/alt/addClass. The bot may have someone else as a master or may not
have a master at all. The bot may be part of a party or not. Regardless,
you are not its master. It should tell you "You are not my master!". Two
players or two instances of the client from two different accounts are
needed for this test, in order for Player A to command a bot to logout,
when the bot's master is Player B.

2. Invite an RND bot to your party. As along as it's in your party, you
are it's master, but RND bots cannot be logged out through chat
commands. If you whisper `logout` to it, it should say "You can't
command me to logout!", and not logout.

3. Whisper to an alt/addClass bot `logout`. The bot can be in your party
or could've been uninvited. All that matters is that you are its master.
It should reply "I'm logging out!"

## Complexity & Impact

Does this change add new decision branches?
- - [x] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)
In that it fixes wrong behavior.

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [x] 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
- - [x] Yes (**explain below**)
Used Claude for code review, and translations.

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.

---

## Lines to Translate

These are keys and defaults of lines that were added/edited, and to be
translated at a later SQL update.

| Key | Default line |
| --- | --- |
| bot_not_your_master | You are not my master! |
| bot_rndbot_no_logout | You can't command me to logout! |
---

## 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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
# Pull Request

_Implement strategies for all bosses in Zul'Aman. See next post for
overview of implemented strategies._

---

## 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?

_I have attempted to order checks while taking into account cost and
likelihood and have opted to find lower-cost methods where possible. I
have also not gone as in depth as I have with other strategies,
partially because it is not necessary to complete encounters but also to
try to limit the performance impact. From my observation, including with
pmon, none of the methods should be overly taxing._

---

## 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

_Run Zul'Aman. See next post for strategies to test._

## Complexity & Impact

Does this change add new decision branches?
- - [ ] No
- - [x] Yes (**explain below**)

_Only in the context of raid strategies, with new methods to consider
and new multipliers to evaluate when bots perform actions with the
instance strategy active._

Does this change increase per-bot or per-tick processing?
- - [ ] No
- - [x] Yes (**describe and justify impact**)

_The impact is only with the "zulaman" strategy active, which will be
applied only in the instance. There is currently a PR open to also
remove instance strategies when leaving the map to get rid of the
residual performance impact._

Could this logic scale poorly under load?
- - [ ] No
- - [x] Yes (**explain why**)

_Technically yes, but I think it is unlikely to have an appreciable
difference unless there are many groups running the instance at the same
time on a large server._

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)

_Only in the instance. It is a necessary trade-off to consider with raid
strategies that I always keep in mind (degree of automation vs. player
choice)._

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [ ] More complex behavior is optional and thereby configurable

_Not exactly sure how to address this question in the context of this
PR, but there aren't any techniques or methods for this strategy that I
have not tried before (or something very similar)._

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [ ] No
- - [x] 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

_Gemini and GPT for some questions about the codebase and C++ and
assistance with drafting a few things like containers that I find more
tedious to do myself._

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

- - [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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
# Pull Request

Resto druids would not go into tree of life form when in combat until
certain triggers were hit.
They should be in tree of life form all the time.
Move tree form actions from the various triggers to default actions
instead, with highest priority

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?|
When healer druids enter combat their first priority should be entering
tree form.
- Describe the **cheapest implementation** that produces an acceptable
result?
Add tree form action to default healer druid actions instead of
triggers.
- Describe the **runtime cost** when this logic executes across many
bots?
nil
---

## How to Test the Changes

- Have a resto druid bot with tree of life form talented.
- Enter combat
- The druid should immediately enter tree of life form

## Complexity & Impact

Does this change add new decision branches?
- - [x] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)

If this introduces more advanced or AI-heavy logic:
- - [x] 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 (**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

- - [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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
Celandriel and others added 29 commits April 10, 2026 22:16
## Pull Request Description
Bots will now engage with outdoor pvp targets when in an area with them.
I carved this out of the guildrpg system Im working on since it should
work just fine as a standalone. Note this requires a core update
azerothcore/azerothcore-wotlk#25103

## Feature Evaluation

Its not expensive. the status checks are fairly light and simple. Should
be on par with current rpg system actions

## How to Test the Changes

You can try to use selfbot to enable this while in EPL, or set the
probability of all other rpg actions to 0.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - [ ] No, not at all
    - [x] Minimal impact (**explain below**)
    - [ ] Moderate impact (**explain below**)

There is some impact, but should be minimal overall. 

- Does this change modify default bot behavior?
    - [ ] No
    - [x] Yes (**explain why**)
It will activate automatically based on default config. 


- Does this change add new decision branches or increase maintenance
complexity?
    - [ ] No
    - [x] Yes (**explain below**)

## AI Assistance
Was AI assistance used while working on this change?
- [ ] No
- [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
Nothing beyond search functionality and autocomplete. 


## 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 (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

---------

Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
… attack (#2300)

## Pull Request Description

Currently when using self-bot and that self-bot is using ranged attacks
its not facing the target, this happens because the client doesnt
receive the instruction in Player::SendMessageToSet(WorldPacket const*
data, bool self);

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

Create new character with uses range attack as base attack (hunter,
mage, druid etc) and observe. Apply patch and observe your self-bot
character is now always facing towards the target.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Restoration Druid now use lifebloom when get Clearcasting proc.

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite to group restoration druid and tank
2. Attack target (for example dummy)
3. When druid heals and get clearcasting should cast lifebloom on tank

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

Restoration druid by default use lifebloom on tank when got clearcasting
proc.

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

Copilot CLI to review.


<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

<img width="728" height="268" alt="obraz"
src="https://github.com/user-attachments/assets/25bf2b22-d8e5-4755-9f44-d24246cceae2"
/>
<img width="506" height="196" alt="obraz"
src="https://github.com/user-attachments/assets/f4e4897c-496a-412f-bde7-a88f15d9099c"
/>
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

This PR aims to add bot strategies to the Auchenai Crypts dungeon,
specifically for the boss Shirrak the Dead Watcher, as his focus fire
mechanic is really annoying to deal with.

Additionally I have added TbcDungeonActionContext.h and
TbcDungeonTriggerContext.h for future reference as I add more strategies
to TBC dungeons that need it.

A HUGE thank you to @brighton-chi for all his help. This has been a fun
learning experience!

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.

Trigger: A 20 yard radius grid search is performed to locate the focus
fire trigger NPC

Action: Bots will flee from the trigger NPC using MoveAway with a 5 yard
safety buffer

Multiplier: A for loop that prevents bots from running back into the
focus fire mechanic while its active.

Tanking: Tanks have a set coordinate to drag the boss to for the
duration of the fight.

- Describe the **processing cost** when this logic executes across many
bots.

Minimal, these scripts only execute when Shirrak has been engaged.

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

Go into Auchenai Crypts (Normal or Heroic) and engage Shirrak the Dead
Watcher

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [X] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

This logic is only applied to Auchenai Crypts and activates during
Shirrak's encounter.


- Does this change modify default bot behavior?
    - - [ ] No
    - - [X] Yes (**explain why**)

Behavior only applies when in the instance and when engaged with
Shirrak.

- Does this change add new decision branches or increase maintenance
complexity?
    - - [ ] No
    - - [X] Yes (**explain below**)

New dungeon contexts were added (TbcDungeonActionContext and
TbcDungeonTriggerContext) to provide a clean and dedicated structure for
future TBC dungeon strategies that will be developed. This was done to
be in alignment with the existing WOTLK contexts that already exist.

## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
Does this change add bot messages to translate?
    - - [X] No
    - - [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
    - - [ ] No
    - - [X] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
Gemini was used to help me understand existing code in the module I was
referencing and reusing to develop this strategy as I am not a
programmer and hardly know anything about C++.


## Final Checklist

- - [X] Stability is not compromised.
- - [ ] Performance impact is understood, tested, and acceptable.
- - [ ] Added logic complexity is justified and explained.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

If there are any better alternatives that could be used to help improve
the strategy in any way, please suggest it. I am very new to this and
want to learn and improve.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
AttackAction::Attack() uses target before checking it. This has never
historically been a problem for me, but yesterday it was somehow causing
me to crash every time I ordered a bot to attack. Rebuilding didn't
solve the issue so it didn't seem to be a bad build. The problem was
fixed by moving the target check to the beginning of the function.

I restored the function to its existing ordering today and tested again,
and somehow I don't crash anymore regardless. I'm confused as hell, but
regardless, this is a fix that should be made.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing 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, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

Order bots to "attack" a target.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

I had GPT-5.4 try to help me identify the source of the crash. I
couldn't trace it to any particular PR, but it did identify the issue
that is the subject of this PR.


<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
## Problem

`AddPlayerBot()` falsely rejects player bot additions with *"You have
added too many bots (more than 40)"* even when the player has zero
personal bots.

This happens because the `MaxAddedBots` check at `PlayerbotMgr.cpp:124`
adds `botLoading.size()` to the player's personal bot count:

```cpp
uint32 count = mgr->GetPlayerbotsCount() + botLoading.size();
```

`botLoading` is a `static std::unordered_set<ObjectGuid>` on
`PlayerbotHolder` — shared by both `PlayerbotMgr` (per-player) and
`RandomPlayerbotMgr` (singleton). When `RandomPlayerbotMgr` loads random
bots at startup (up to 60 per interval via `RandomBotsPerInterval`),
their GUIDs go into the same global set. During the startup loading
window, `botLoading.size()` can easily reach 100–300, far exceeding the
default `MaxAddedBots = 40` limit.

The result: any player who logs in during the random bot loading window
and tries `.playerbot add <name>` gets blocked, even though the limit is
intended to be per-player.

### How to reproduce

1. Set `AiPlayerbot.RandomBotAutologin = 1` (default) with 500 random
bots
2. Start the server
3. Log in immediately while random bots are still loading
4. Run `.playerbot add <character_name>` for an offline character on
your account
5. Get *"You have added too many bots (more than 40)"* despite having 0
personal bots
6. Wait 1–2 minutes for random bot loading to finish, try again — works

### Root cause

- `PlayerbotHolder::botLoading` is declared `static` at
`PlayerbotMgr.h:60`, so both `PlayerbotMgr` and `RandomPlayerbotMgr`
share the same set
- `AddPlayerBot()` inserts into `botLoading` at line 147 for ALL callers
— both player-initiated adds (`masterAccountId > 0`) and random bot
spawns (`masterAccountId = 0`)
- The count check at line 124 uses `botLoading.size()` (the entire
global set) instead of filtering to bots being loaded for the requesting
player
- The config comment confirms the intended scope: *"The maximum number
of bots that a player can control simultaneously"*

## Fix

Change `botLoading` from `unordered_set<ObjectGuid>` to
`unordered_map<ObjectGuid, uint32>` where the value is the
`masterAccountId` passed to `AddPlayerBot()`. Random bots are loaded
with `masterAccountId = 0`.

The count check now iterates the map and only counts entries matching
the current player's `masterAccountId`:

```cpp
uint32 loadingForMaster = 0;
for (auto const& [guid, acctId] : botLoading)
{
    if (acctId == masterAccountId)
        ++loadingForMaster;
}
uint32 count = mgr->GetPlayerbotsCount() + loadingForMaster;
```

### Callsite compatibility

All 10 existing `botLoading` callsites were audited:

| Callsite | Operation | Compatible |
|----------|-----------|-----------|
| `PlayerbotMgr.cpp:85` | `find()` by key | Yes |
| `PlayerbotMgr.cpp:153` | `emplace()` (was `insert()`) | Changed |
| `PlayerbotMgr.cpp:174` | `erase()` by key | Yes |
| `PlayerbotMgr.cpp:209` | `erase()` by key | Yes |
| `PlayerbotMgr.cpp:229` | `erase()` by key | Yes |
| `PlayerbotMgr.cpp:1163` | `find()` by key | Yes |
| `RandomPlayerbotMgr.cpp:429` | `empty()` | Yes |

The six unchanged callsites use `find()`, `erase()`, and `empty()` which
operate on keys identically for both `unordered_set` and
`unordered_map`.

## Files changed

| File | Change |
|------|--------|
| `src/Bot/PlayerbotMgr.h` | `botLoading` type:
`unordered_set<ObjectGuid>` → `unordered_map<ObjectGuid, uint32>` |
| `src/Bot/PlayerbotMgr.cpp` | Definition type updated, `insert` →
`emplace` with `masterAccountId`, count check filters by
`masterAccountId` |

## What is NOT changed

- `MaxAddedBots` config key and default value (40) — unchanged
- Random bot loading behavior — unchanged
- The `botLoading.empty()` throttle in `RandomPlayerbotMgr` — unchanged
- In-game group invite flow — unaffected (does not go through
`AddPlayerBot`)
- No new config keys, no schema changes, no API changes

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
Co-authored-by: Hokken <Hokken@users.noreply.github.com>
Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Adds the vendor/quest hub areas of the Isle of Quel'danas to excluded
PvP areas (Shattered Sun Staging Area, Sun's Reach Sanctum, Sun's Reach
Harbor, Sun's Reach Armory). Otherwise, bots attack each other and piss
off all the Shattered Sun Offensive guards and NPCs.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing 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, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Go to one of the above-mentioned areas while PvP flagged (or on a PvP
server, like me). See if bots attack.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
Note: Resubmitted because the prior PR had master for the source

<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

This PR adds to PlayerbotAI::UpdateAI a boolean variable,
pendingCastInterrupt, and a public function, RequestCastInterrupt(),
that toggles the variable and would then call InterruptSpells in
UpdateAI. This lets an external script hook into UpdateAI to interrupt a
spell that is in the process of being cast. This should allow
raid/dungeon strategies to actually interrupt spells, such as for
avoiding hazards, as you cannot do so by calling InterruptSpells() or
Reset() or anything else with a raid/dungeon action method.

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

There is no processing cost from this PR itself since it just adds a
simple boolean check that will always return false unless other methods
are implemented to call RequestCastInterrupt().

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

This PR doesn't do anything by itself, but confirmation of no
performance impact can be tested by just playing with the PR merged. I
tested this by introducing scripts that called RequestCastInterrupt()
for Archimonde (included in the Hyjal PR now) and for Auchenai Crypts
(built on the strategy from flashtate's PR just for test purposes), and
spells were interrupted as intended.

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [ ] No
    - - [x] Yes (**explain below**)

I'm not sure if it counts as "yes" here, but this PR opens up the
ability for scripts to be added that would add real checks to UpdateAI.
The impact of such scripts will depend on how they are implemented,
however. It is possible (and intended) for the external calls to be
highly limited in scope (e.g., only bots in a particular circumstance in
a particular boss fight).

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

Claude Sonnet 4.6 was used to brainstorm different possibilities to
allow external scripts to interrupt spells. I considered different
options before settling on this one due to it not requiring core
changes, being easily usable in boss strategies, and not having any
performance impact on its own.

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Timed logouts was enabled in the past, but was disabled due to a
misdiagnosis on an issue that caused crashes. That issue was better
understood and resolved in #2131. Now timed logouts are reintroduced for
alt-bots and addclass-bots. As before, random-bots do not and should not
accept logout commands.

Note that if the bot's master has instant logout privileges according to
`InstantLogout` in worldserver.conf, so would the bot. If not, neither
would the bot.

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
Feature at minimum logic needed to implement. No measurable processing
cost.


## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
1. Have your account gmlevel set to 2 in acore_auth>account_access just
to test how it works with security parameters.
2. Set `InstantLogout = 3` in worldserver.conf.
3. Invite an addclass or alt-bot.
4. Bot should logout if whispered "logout" to or if you logout.
5. If not in a resting place, neither you nor the bot should be able to
instant logout according to the security setting.
6. After the bot logout, log it back in and whisper "logout" again, but
right after whisper "cancel logout" or "logout cancel". That should
cancel the logout.
7. Have your account gmlevel set to 3 in acore_auth>account_access.
(when you change your gmlevel, you need to log out of your account for
the change to take effect)
8. You are now at admin gmlevel, and with `InstantLogout = 3`, you and
any bot under your command should be able to logout instantly.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)
Bots now trigger instant or timed logout under the same circumstances
that would apply to their master.


- Does this change add new decision branches or increase maintenance
complexity?
    - - [ ] No
    - - [x] Yes (**explain below**)
Checks if bot is eligible for instant logout or not. If not, timed
logout applies to them.


## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
While testing this I was having some odd issues with the command
`account set gmlevel`. Not sure what's going on there, but for purposes
of testing this and changing your account security level, doing it
directly in the DB at "acore_auth>account_access" is going to be most
reliable.
…#2287)

## Pull Request Description

Initialize random bot professions from the factory using class-matching
or weighted-random profession pairs, respect the active primary
profession cap, and restore required profession tools during bot
init/refresh.

This PR also initializes profession specializations for eligible bots so
crafted professions are not left in an unspecialized state after
profession assignment. Supported specialization families include:

- Alchemy: Transmute / Elixir / Potion
- Engineering: Goblin / Gnomish
- Leatherworking: Dragonscale / Elemental / Tribal
- Tailoring: Spellfire / Mooncloth / Shadoweave
- Blacksmithing: Armorsmith / Weaponsmith, plus Hammersmith / Axesmith /
Swordsmith for eligible Weaponsmith bots

Specialization choices are stored in bot values so they remain stable
across later refreshes. Required tool items are also restored for
relevant professions during maintenance.

## Feature Evaluation

- Describe the **minimum logic** required to achieve the intended
behavior.
- Select one or two professions during factory initialization from a
small weighted list.
- Clamp the assigned professions to the configured primary profession
limit.
- Learn the profession starter spell and set skill to the bot’s
profession cap.
- For professions with supported specialization branches, assign exactly
one valid specialization when the bot meets the same level/skill gates
used by AzerothCore profession scripts.
- Persist the specialization selection in stored bot values so the
choice is stable and does not need to be recalculated repeatedly.
- Restore missing profession tools only when the bot has the related
profession and the tool is absent.

- Describe the **processing cost** when this logic executes across many
bots.
- The added logic executes only during bot init/refresh, not as part of
per-tick combat or trigger evaluation.
- Runtime cost is limited to a few small switch statements, stored value
lookups, spell checks, and item presence checks.
- No expensive repeated searches, map scans, or per-trigger decision
trees were added.
- The design keeps specialization selection deterministic after first
assignment by storing the result, avoiding repeated random branching
later.

## How to Test the Changes

1. Build and restart the server with this branch.
2. Trigger random bot creation, refresh, or level-based reroll for
multiple bots.
3. Verify in `Playerbots.log` that bots receive profession pairs and,
when eligible, profession specializations.
4. Check that low-level bots do not receive specializations before the
required thresholds.
5. Check that eligible bots do receive one specialization for supported
profession families.
6. Verify that specialization choices remain stable across subsequent
refreshes.
7. Verify that profession tools are restored when missing:
   - Mining Pick
   - Blacksmith Hammer
   - Arclight Spanner
   - Runed Arcanite Rod
   - Skinning Knife
8. For a few bots, inspect in game or via debug tooling that profession
spells/specialization spells are present as expected.

Expected behavior:
- Bots receive professions that respect the configured primary
profession limit.
- Profession skill values are initialized to the level-based cap.
- Eligible bots receive exactly one valid specialization for supported
profession families.
- Specialization assignments are logged and persist across refreshes.
- Profession tools are restored only when required.

## Impact Assessment

- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [x] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

  Explanation:
- The added work runs during initialization/refresh rather than normal
per-tick behavior.
- Logic is bounded, data-local, and based on direct skill/spell/value
checks.

- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

  Explanation:
- Bots can now start with initialized professions, required tools, and
eligible profession specializations instead of remaining partially
configured or unspecialized.

- Does this change add new decision branches or increase maintenance
complexity?
    - - [ ] No
    - - [x] Yes (**explain below**)

  Explanation:
- The factory now contains specialization assignment branches for
supported profession families.
- Complexity is intentionally limited to init-time switch-based logic
with stored specialization values to preserve predictability.

## AI Assistance

Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)

AI assistance was used for:
- code generation and refactoring in `PlayerbotFactory`
- drafting and refining profession/specialization initialization logic
- PR description preparation

All generated and suggested code was reviewed, adjusted, built locally,
and validated before submission.

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers

- Target branch is `test-staging`.
- Profession/specialization logic is intentionally limited to
init/refresh paths to avoid per-tick cost.
- Specialization selections are stored to keep bot behavior stable
across later refreshes.
- Recent changes also add debug logging for assigned specializations and
save the bot after specialization learning so assignments are visible
and persisted.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Added support for flask and food for vanilla and TBC
## Vanilla

| Class | Spec | Buff IDs | Buffs |
| --- | --- | --- | --- |
| Warrior | Arms | `17538`, `24799` | Elixir of the Mongoose; Smoked
Desert Dumplings |
| Warrior | Fury | `17538`, `24799` | Elixir of the Mongoose; Smoked
Desert Dumplings |
| Warrior | Protection | `17626`, `25661` | Flask of the Titans; Dirge's
Kickin' Chimaerok Chops |
| Paladin | Holy | `17627`, `18194` | Flask of Distilled Wisdom;
Nightfin Soup |
| Paladin | Protection | `17626`, `25661` | Flask of the Titans; Dirge's
Kickin' Chimaerok Chops |
| Paladin | Retribution | `17628`, `24799` | Flask of Supreme Power;
Smoked Desert Dumplings |
| Hunter | Beast Mastery | `17538`, `18192` | Elixir of the Mongoose;
Grilled Squid |
| Hunter | Marksmanship | `17538`, `18192` | Elixir of the Mongoose;
Grilled Squid |
| Hunter | Survival | `17538`, `18192` | Elixir of the Mongoose; Grilled
Squid |
| Rogue | Assassination | `17538`, `18192` | Elixir of the Mongoose;
Grilled Squid |
| Rogue | Combat | `17538`, `18192` | Elixir of the Mongoose; Grilled
Squid |
| Rogue | Subtlety | `17538`, `18192` | Elixir of the Mongoose; Grilled
Squid |
| Priest | Discipline | `17628`, `18194` | Flask of Supreme Power;
Nightfin Soup |
| Priest | Holy | `17627`, `18194` | Flask of Distilled Wisdom; Nightfin
Soup |
| Priest | Shadow | `17628`, `18194` | Flask of Supreme Power; Nightfin
Soup |
| Shaman | Elemental | `17628`, `18194` | Flask of Supreme Power;
Nightfin Soup |
| Shaman | Enhancement | `17538`, `24799` | Elixir of the Mongoose;
Smoked Desert Dumplings |
| Shaman | Restoration | `17627`, `18194` | Flask of Distilled Wisdom;
Nightfin Soup |
| Mage | Arcane | `17628`, `18194` | Flask of Supreme Power; Nightfin
Soup |
| Mage | Fire | `17628`, `18194` | Flask of Supreme Power; Nightfin Soup
|
| Mage | Frost | `17628`, `18194` | Flask of Supreme Power; Nightfin
Soup |
| Warlock | Affliction | `17628`, `25661` | Flask of Supreme Power;
Dirge's Kickin' Chimaerok Chops |
| Warlock | Demonology | `17628`, `25661` | Flask of Supreme Power;
Dirge's Kickin' Chimaerok Chops |
| Warlock | Destruction | `17628`, `25661` | Flask of Supreme Power;
Dirge's Kickin' Chimaerok Chops |
| Druid | Balance | `17628`, `18194` | Flask of Supreme Power; Nightfin
Soup |
| Druid | Feral Bear | `17626`, `25661` | Flask of the Titans; Dirge's
Kickin' Chimaerok Chops |
| Druid | Restoration | `17627`, `18194` | Flask of Distilled Wisdom;
Nightfin Soup |
| Druid | Feral Cat | `17538`, `24799` | Elixir of the Mongoose; Smoked
Desert Dumplings |

## TBC

| Class | Spec | Buff IDs | Buffs |
| --- | --- | --- | --- |
| Warrior | Arms | `28520`, `33256` | Flask of Relentless Assault;
Roasted Clefthoof |
| Warrior | Fury | `28520`, `33256` | Flask of Relentless Assault;
Roasted Clefthoof |
| Warrior | Protection | `28518`, `33257` | Flask of Fortification;
Fisherman's Feast |
| Paladin | Holy | `28491`, `39627`, `33263` | Elixir of Healing Power;
Elixir of Draenic Wisdom; Blackened Basilisk |
| Paladin | Protection | `28518`, `33257` | Flask of Fortification;
Fisherman's Feast |
| Paladin | Retribution | `28520`, `33256` | Flask of Relentless
Assault; Roasted Clefthoof |
| Hunter | Beast Mastery | `28520`, `33261` | Flask of Relentless
Assault; Warp Burger |
| Hunter | Marksmanship | `28520`, `33261` | Flask of Relentless
Assault; Warp Burger |
| Hunter | Survival | `28520`, `33261` | Flask of Relentless Assault;
Warp Burger |
| Rogue | Assassination | `28520`, `33261` | Flask of Relentless
Assault; Warp Burger |
| Rogue | Combat | `28520`, `33261` | Flask of Relentless Assault; Warp
Burger |
| Rogue | Subtlety | `28520`, `33261` | Flask of Relentless Assault;
Warp Burger |
| Priest | Discipline | `28491`, `39627`, `33263` | Elixir of Healing
Power; Elixir of Draenic Wisdom; Blackened Basilisk |
| Priest | Holy | `28491`, `39627`, `33263` | Elixir of Healing Power;
Elixir of Draenic Wisdom; Blackened Basilisk |
| Priest | Shadow | `28540`, `33263` | Flask of Pure Death; Blackened
Basilisk |
| Shaman | Elemental | `28521`, `33263` | Flask of Blinding Light;
Blackened Basilisk |
| Shaman | Enhancement | `28520`, `33261` | Flask of Relentless Assault;
Warp Burger |
| Shaman | Restoration | `28491`, `39627`, `33263` | Elixir of Healing
Power; Elixir of Draenic Wisdom; Blackened Basilisk |
| Mage | Arcane | `28521`, `33263` | Flask of Blinding Light; Blackened
Basilisk |
| Mage | Fire | `28540`, `33263` | Flask of Pure Death; Blackened
Basilisk |
| Mage | Frost | `28540`, `33263` | Flask of Pure Death; Blackened
Basilisk |
| Warlock | Affliction | `28540`, `33263` | Flask of Pure Death;
Blackened Basilisk |
| Warlock | Demonology | `28540`, `33263` | Flask of Pure Death;
Blackened Basilisk |
| Warlock | Destruction | `28540`, `33263` | Flask of Pure Death;
Blackened Basilisk |
| Druid | Balance | `28521`, `33263` | Flask of Blinding Light;
Blackened Basilisk |
| Druid | Feral Bear | `28518`, `33257` | Flask of Fortification;
Fisherman's Feast |
| Druid | Restoration | `28491`, `39627`, `33263` | Elixir of Healing
Power; Elixir of Draenic Wisdom; Blackened Basilisk |
| Druid | Feral Cat | `28520`, `33261` | Flask of Relentless Assault;
Warp Burger |

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite bot with 60-79 level
2. Add him strategy `nc +worldbuff`
3. Bot should apply buffs


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

Prepare list of buffs based on website and apply them to matrix.
Randomly reviewed ids with guides and in-game

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->



[VANILLA_CONSUMABLE_WORLD_BUFFS.md](https://github.com/user-attachments/files/26761020/VANILLA_CONSUMABLE_WORLD_BUFFS.md)

[TBC_CONSUMABLE_WORLD_BUFFS.md](https://github.com/user-attachments/files/26761021/TBC_CONSUMABLE_WORLD_BUFFS.md)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Pull strategy migration from cmangos for tank specializations

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite bot tank
2. Use `reset boAI` or `nc +pull,+pull back` + `co +pull,+pull back`
3. Order bot to pull using command `pull my target` or `pull rti target`
4. Bot should run to mob, use ranged skill and back to point where he
started pull
Without `pull back` strategy bot run to mob, use ranged skill and wait
on mob until he come to bot

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

Help with migration and solving some problems

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

Stability test after randomize new bots
<img width="465" height="172" alt="obraz"
src="https://github.com/user-attachments/assets/6e39a8c0-f23b-47cc-852a-71fa98044a31"
/>

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Added  safe-guard condition for PullStrategy.GetTarget

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite bot tank
2. Use `reset boAI` or `nc +pull,+pull back` + `co +pull,+pull back`
3. Order bot to pull using command `pull my target` or `pull rti target`
on dead creature
4. Bot should run to mob, use ranged skill and back to point where he
started pull
Without `pull back` strategy bot run to mob, use ranged skill and wait
on mob until he come to bot

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

Fix proposed by @brighton-chi
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Fix for pull strategy multiplier and ending pull command

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite tank bot
2. Order him to attack mob (not pull)

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
Revert "Feat: Reintroduce timed logouts" (#2329)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Clean up a bunch of additional unused variable warnings. 


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing 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, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
- Does this change add bot messages to translate?
    - - [x] No
    - - [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
- Was AI assistance used while working on this change?
    - - [ ] No
    - - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
Claude reviewed the warnings log from a build and suggested a series of
changes. I focused just on these warnings for now. Every line was
reviewed. Some sections need to be reviewed by author for intent.



## 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 (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Added support for Warlock stat weights when he dont have Fel Armor.
Fixed Mage weights when he dont have Molten Armor

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite mage which dont have Molten Armor (level < 62) or warlock
which dont have Fel Armor (level < 62)
2. Give him 2 items for same slot one with spirit one with intellect and
unequip item on this slot and destroy
3. Bot should equip this with intellect (if other stats are same)

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)

Mage and Warlock before getting Molten Armor/Fel Armor dont prioritize
Spirit before Intellect

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
I forgot to include some clean-ups relating to the recent commit to
refactor Shaman weapon enchants. This is just deleting some now unneeded
code and cleaning up a bit of other code.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing 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, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
While testing vehicle combat in Wintergrasp, I was near two opposing
vehicles. They were right on top of each other, and I was hearing the
sounds of infantry melee attack. It looks like their auto-attack was on.

I had thought the check in
[GenericActions](https://github.com/mod-playerbots/mod-playerbots/blob/0c205b8cef5a541cabe080aaf9653adb25695c40/src/Ai/Base/Actions/GenericActions.cpp#L46)
would prevent that, but I guess we need the extra defence.

Note that IsInVehicle first three parameters are
canControl/canCast/canAttack


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing 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, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
There isn't vehicle combat scenarios (particularly vehicle on vehicle)
in Playerbots right now that allow for obvious testing. I only learned
about this through testing my unpublished Wintergrasp implementation.
Regardless, the change is simple and the effect on code should be clear.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)
No more infantry combat of any kind for drivers.


- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Added missing races in GetGrave method
Related with: #2220 

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Group with bot in starting zone for dranei or blood elf
2. Kill bot.
3. Use command `release` and `revive`
4. Watch which graveyard will be used

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

Stability test:
<img width="1014" height="191" alt="obraz"
src="https://github.com/user-attachments/assets/036a836f-c611-4cc3-832f-7813b91754e8"
/>
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Guild solution to #2148


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing 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, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [x] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

Minimal cost on bot login. 

- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
I was getting annoyed by the constant "No event owner detected" message
after I enabled bot debugging messaging.
And then I figured that there is no reason that maintenance should
trigger this action every 5 seconds. So I swapped it to seldom, so it
runs every 5 mins. More Performance!


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing 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, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Hello playerbots community! I have been working diligently whilst on
vacation to help get pvp gear up and running for pvp specs. Throughout
this process, I have looked at our current autogear system, tested it
through and through, and made some changes to make gearing more
appropriate per spec. _I am going to have my description of the changes
in italics_, **and the AI description overview will be bolded.** Let's
begin!

**This PR makes some improvements to the bot autogear system across item
scoring, spec tracking(pvp specs and gear), and stat weights. Changes
are split between those that are always active and those controlled by
new config options.**

**Mandatory Changes:**

**PvP Spec Detection (IsSpecPvp)
A new method RandomPlayerbotMgr::IsSpecPvp(botGuid, cls) checks the
bot's stored specNo against the spec name string defined in config. If
the name contains "pvp", the bot is treated as a PvP spec throughout the
entire gear pipeline. This is the single source of truth used by both
InitEquipment() and ItemUsageValue. In the future this detection can be
expanded to drive bot behavior decisions — such as prioritizing dueling
players in the world, joining Wintergrasp, or preferring BG and Arena
queues over PvE content.**

_This is scalable, so if someone were to create their own pvp spec in
the config, it would still be tracked if the name contains "pvp". I like
the idea of pvp specced random bots having an identifier for pvp
events._

**PvP Weights Applied During Loot Evaluation
ItemUsageValue::QueryItemUsageForEquip() now calls IsSpecPvp() before
scoring a looted item. If the bot is on a PvP spec, it passes
SetPvpSpec(true) to the StatsWeightCalculator, ensuring looted items are
evaluated with PvP stat priorities (including resilience weighting)
rather than PvE weights. Previously, a PvP-specced bot would score loot
identically to a PvE bot.**

_So, during autogear and upgrade equips, pvp specced bots will now
heavily prioritize resilience. On the flip side, pve bots really don't
want resilience gear, so a negative weight modifier (penalty for
resilience items) has been applied to pve autogearing and upgrade
equips. This is important, because you can switch a bot from a pve spec
to a pvp spec, and it will automatically consider resilience items in
it's inventory as upgrades, and equip them. Same for when you switch a
bot from a pvp spec back to a pve spec - the resilience penalty will
encourage the bot to switch back to the best available pve gear._

**Resilience Weighting
After all per-spec weights are generated in GenerateBasicWeights(), a
global resilience modifier is applied unconditionally:**

**PvP specs: +7.0 resilience weight — strongly prioritizes resilience
gear
Non-PvP specs: −3.0 resilience weight — actively discourages resilience
gear
Resilience is additionally excluded entirely from trinket slot scoring
via SetExcludeResilience(true), preventing the PvP resilience bonus from
inflating the scores of non-CC trinkets.**

_I tried several different numbers here - as high as 10 and as low as 3
for resilience. I ended up with 7 so nearly all specs will slot
resilience in every slot EXCEPT for trinkets. I stopped weighing
resilience on trinkets because they ended up being garbage trinkets for
the most part - other endgame pve trinkets were way more impactful. In
my testing, the only class/specs that wont use 100% resilience gears are
the tanks, since defense rating/parry/block/dodge weights are so high._

**CC-Break Trinket Cache
At server startup, PlayerbotFactory::BuildCcBreakTrinketCache() queries
the world database for all trinkets (InventoryType=12, Quality≥2) whose
spell IDs include spell 42292 — the CC-break / PvP trinket effect shared
by items like Medallion of the Alliance/Horde. Results are sorted by
item level descending and cached in a static vector, ready for fast
lookup during gearing.**

_This creates a cache of cc trinkets on startup, for this:_

**CC-Break Trinket Force-Equip
During InitEquipment(), PvP-specced bots at level 50 or higher (level
minimum for autogear to apply trinkets) run a pre-selection pass over
ccBreakTrinketCache to find the best CC-break trinket they meet the
level requirement and quality limit for. Human and Undead bots are
excluded from this — they have racial abilities (Every Man for Himself,
Will of the Forsaken) that share the PvP trinket cooldown, making a
dedicated trinket redundant.**

**If a suitable trinket is found, it is stored as pvpTrinket1 and
force-equipped into TRINKET1 before the main gear loop runs. If an item
already occupies the slot, it is moved to bags first. The second-chance
pass also skips TRINKET1 when pvpTrinket1 is set, so the CC trinket is
never overwritten.**

_This is the catch-all forced pvp trinket for trinket slot 1. In my
testing, I really found out how few cc trinkets there are - most of them
are epic, and blue ones start showing up super late in the game. An
heirloom patch would really help the lower levels, being able to equip a
pvp trinket at level 10 or something. Keep in mind, that if your bot
isn't getting a pvp trinket with autogear, make sure they aren't human
or undead, and check your config for what quality items are allowed with
autogear. NOTE - PVP TRINKET STRATEGIES ARE NOT CURRENTLY CODED, SAME
WITH CC RACIALS. They will not break out of stun/cc currently. This is
for future updates if/when I make a trinketstrategy._

**Enhancement Shaman Dual Wield Fix
Classes like Rogues, Frost DKs, and Fury Warriors have their dual wield
capability established through class initialization code in the core.
Enhancement Shamans acquire Dual Wield only through a specific talent
(spell 30798, learned around level 40), and the bot factory had no code
to detect and apply this. The result was that Enhancement Shaman bots
would sometimes have their offhand weapon unequipped — despite having
the talent. After talents are applied in both InitTalentsTree() and
InitTalentsBySpecNo(), the code now checks for spell 30798 and
explicitly grants SKILL_DUAL_WIELD and SetCanDualWield(true) when
present.**

_When testing the weapon speed preferences, I noticed that randombot
enhancement shamans were unequipping their offhand randomly. They would
just walk around with a single 1-hand weapon. This is because they were
not considered in the system as dual wielding, so when initequipment or
autoequipupgrades was ran, it would unequip the offhand through a
function, despite having the dual wield talent. Looking at the code, the
other classes already have this flag (warriors, rogues, dks, hunters)
because they didn't acquire it through talents._

**CalculateItem() Slot Awareness
StatsWeightCalculator::CalculateItem() now accepts an optional slot
parameter (default -1). When provided and the item is a weapon,
ApplyWeaponSpeedGovernance() can be called. Both item scoring calls
inside InitEquipment() — the candidate scoring loop and the incremental
old-item comparison — now pass the current equipment slot.**

_This change allows the calculate item function to know what slot it's
working with, and that's how it modifies it's decision making for some
of the optional features below._

**Holy Paladin Weapon Scoring Fix
Prior to this change, Holy Paladin could end up equipping 2H weapons
because haste and crit sticks (2H weapons) were outscoring appropriate
1H caster weapons — the item type penalty was not catching them
correctly. Holy Paladin is now explicitly added to the dual-wield
penalty group (preventing 2H weapons from being viable), excluded from
the generic caster 1H penalty (since they use 1H + shield rather than a
staff), and given a 0.8x soft preference for 1H weapons.**

_In autogear testing, sometimes 2h weps with high crit/haste would win
over caster gear - this is especially noticeable at lower levels, with
shallower item pools (greens only). You'd hit autogear and the holy
paladin would equip a 2h axe with crit :( So this makes it so holy
paladins only use 1h weapons. They can use either a shield or an
offhand, depending on stat weights._

**PvP Spec Slots Added for All Classes
The existing RandomClassSpecProb / RandomClassSpecIndex config entries
control what percentage of random bots in the world are assigned each
spec. Previously only PvE specs (indices 0–2, or 0–3 for Druids) were
defined, giving server operators no way to introduce PvP-specced random
bots into the world population. This PR adds PvP spec slots for every
class (indices 3–6 depending on class), all defaulting to 0 probability.
Server operators can raise these values to spawn PvP-specced random bots
— e.g., setting RandomClassSpecProb.1.3 = 20 would make 20% of Warrior
bots run Arms PvP.
Two additional PvE specs have also been added:
Death Knight index 3: Double-aura Blood (a hybrid Blood/Frost PvE tank
variant)
Mage index 3: Frostfire (a PvE hybrid spec)
All existing spec entries have been annotated with comments identifying
each one (e.g., # arms pve, # holy pve) for readability.**

_This change was actually added at the start - I realized that there was
no way for pvp-specced randombots to spawn naturally, so I added
optional probabilities to the config. They are currently set at 0% by
default, but giving the user the option I feel is necessary. Also, it
would have been impossible for me to test the init on randombots with
pvp gear otherwise. Also, I noticed that the frostfire mage and the
dual-aura dk didn't have an option, so I added them in as well, as well
as names above each option for quality of life._

**Stat Weight Corrections
The following per-spec stat weights were adjusted to better reflect
actual WotLK priorities. Entries marked NEW did not previously exist;
unmarked rows show old → new values.**

<img width="795" height="268" alt="arms warrior"
src="https://github.com/user-attachments/assets/cb0deb00-a985-432d-81a1-133fc953088b"
/>

_Arms warriors would prefer leather/ap gear about half of the time - the
combined weights of both would often beat strength gear, especially at
lower levels, or where the item pool was shallow. Also, they continued
to spawn with spell power gear and defense gear occasionally, especially
on gear with resilience (resilience, spell power, crit, haste, stam
items)._

<img width="796" height="301" alt="fury warrior"
src="https://github.com/user-attachments/assets/715ff3a3-3d20-4e0e-a953-7ed6fd9386db"
/>

_Fury warriors had the same issues as arms warrior, but really can't
afford to lose a strength item - beserker stance increases strength by
20%. Also had to reduce haste here because haste really isn't nearly as
important as strength, crit, arp. Haste items would win often over
strength/crit/arp gear._

<img width="796" height="300" alt="prot tanks"
src="https://github.com/user-attachments/assets/624de09a-2506-4aee-95aa-c49cbc5b85d3"
/>

_So, prot paladins and prot warriors currently are weighed identically
fyi. Look at that whopping 2.0 agility - twice as important as strength?
I noticed that my prot paladins/warriors were equipping
agility/haste/crit items instead of defense gear on their neck, rings,
trinkets, and back. This adjustment pretty much ensures that defense
gear takes those slots if it's available. Removed the crit/haste
weightings, because realistically if a tank wants more damage, it will
just get strength. Lastly added the spell power penalty because prot
paladins would spawn in fully holy gear if they were pvp specced
(resilience is weighted so high, resilience/spellpower/stam/haste gear
would often win). This aims to prevent that._

<img width="802" height="421" alt="dps dks"
src="https://github.com/user-attachments/assets/371d1344-2382-4460-b3a7-f38b33025b73"
/>

_Same issue with plate dps as the warriors had. Spell power gear would
occasionally spawn on crit/hit items in pve, and a ton of spell power
resilience gear would spawn. There is no scenario where a DK wants spell
power, this isn't patch 3.0.1..._

<img width="796" height="447" alt="blood dk"
src="https://github.com/user-attachments/assets/c84a2bbf-7daa-4805-acf3-cd3bf815eda4"
/>

_Similar issues to prot paladin/warrior. I was really tired of seeing
block rating/value gear as a result of getting gear with defense/stam.
This results in a lot more defense rating/expertise/hit/dodge/parry
gear, and basically makes shield stats nearly non-existent (unless the
upgrade is good enough, it could still win)_

<img width="794" height="226" alt="ret paladin"
src="https://github.com/user-attachments/assets/b09f40ed-b25f-4945-940c-2ce92f81c7c4"
/>

_Prior to this PR, the positive spellpower and int weights were enough
for ret paladins to spawn with spellpower/int/haste/crit gear. This is
unlikely now. And agility/ap was reduced to favor more strength gear._

<img width="795" height="306" alt="Enhancement Shaman"
src="https://github.com/user-attachments/assets/1e5231fd-36ea-4b7e-a546-cf0075d17bd4"
/>

_While spell power is a decent stat on enhancment shamans, it was
appearing on too much gear, especially on items that were
haste/crit/spell power. And for elemental shamans, they were getting
agi/haste/crit gear, so this aims to get rid of those items entirely
without reducing haste/crit._

<img width="800" height="119" alt="shaman pally"
src="https://github.com/user-attachments/assets/6ea3300a-effd-4a03-8f6f-4ae13c5383a5"
/>

_Holy paladins and resto shamans are scored the same, but this prevents
attack power/haste/crit gear, since haste and crit are weighted high._

<img width="1025" height="385" alt="mage"
src="https://github.com/user-attachments/assets/03191dfd-dc09-477d-8424-8fd56f3e0d71"
/>

_Prevents mages from equipping/autogearing items with attack power, some
attack power/crit/haste/hit items were winning with shallow item pools._

<img width="1022" height="502" alt="hunter rogue"
src="https://github.com/user-attachments/assets/06fa67c9-7709-4ee8-a0e2-34de18594018"
/>

_Prevents hunters and rogues from getting spell power leather gear with
hit/crit. Crit is very heavy for hunters so this was decently common._

**Optional Changes (Config-Controlled)**

**AiPlayerbot.PreferClassArmorType (default: 0)
Applies a 3x score multiplier to armor matching the bot's
class-appropriate type (plate/mail/leather/cloth). A significantly
better off-type item can still win — this is a soft preference, not a
hard filter.**

_Are you tired of your fury warrior being a leather daddy? Are you tired
of your holy paladin running around in cloth lingerie? This will fix
that. For mail classes (hunters/shamans) and plate classes, this only
kicks in after level 40. But it really helps adhere to the highest armor
class available. This would be the perfect solution to the quarterly
question "Why is my paladin wearing leather?". This definitely should
remain optional, as quite a few BIS lists would disagree with it.
Leather at certain stages is great for hunters/shamans/warriors/dks._

**AiPlayerbot.AutogearAllowsQuestRewards (default: 0)
Builds a cache of equippable armor and weapon quest rewards at startup.
Bots can then equip these items during autogear, using the quest's
minimum level as the effective required level gate.**

_So, I noticed that autogear didn't allow items without a level
requirement (quest rewards), because it didn't know how to handle that
when giving out gear. It would previously just flat out reject all quest
rewards, as they wouldn't be a part of the item pool. This option
enables quest rewards to be considered in the item pool, and the level
correlates to the lowest level you could get the quest. I have tested
this for about 3 hours across all specs and using blue/green gear, it
seems like a really nice bonus. Keep in mind that I do 0 quests on my
way to 80, so players like me could still benefit from those items. I
think this should remain optional._

**AiPlayerbot.EquipAllSlotsAtAnyLevel (default: 0)
Bypasses the low-level slot restrictions in InitEquipment():
Trinkets normally locked until level 50
Head/Neck until level 30
Rings until level 20
All other non-weapon slots until level 5**

_Autogear currently has level floors for slots - they will not ever give
items below the above thresholds. This config option bypasses that. I
have not tested this as much as I should have, so as people test this,
they could let us know of items that should be blacklisted._

**AiPlayerbot.WeaponSpeedGovernance (default: 0)
When enabled, ApplyWeaponSpeedGovernance() applies a 3x score multiplier
to weapons matching the spec's ideal attack speed profile. Applies to
mainhand, offhand, and ranged slots only. Per-spec preferences:
Arms Warrior: Slow 2H (>=3400ms) in mainhand; poleaxes and axes
preferred (Axe Specialization)
Ret Paladin / Blood & Unholy DK:  Slow 2H (>=3400ms) in mainhand
Prot Warrior & Paladin: Slow 1H (>=2600ms) in mainhand
Fury Warrior dual wield:  Slow 1H (>=2600ms) in both hands
Fury Warrior titan's grip: Slow 2H (>=3400ms) in both hands
Frost DK: Slow 1H (>=2600ms) in both hands; 2H excluded
Enhancement Shaman (dual wield): Slow 1H (>=2600ms) in both hands;
synchronized MH/OH speeds for flurry procs
Enhancement Shaman (pre-dual wield): Slow 2H (>=3400ms) in mainhand
Combat Rogue: Slow MH (>=2600ms) + Fast OH (<=1500ms)
Assassination / Subtlety Rogue: Slow dagger MH (>=1700ms) + Fast dagger
OH (<=1500ms)
Hunter: Slow ranged (>=2600ms); melee is a stat stick, speed ignored
Feral Druid: No preference (forms normalize attack speed)**

_Besides pvp gearing for pvp specs, I feel like this is one of the
nicest additions. It was really frustrating to see an enhancement shaman
put windfury on a 1.5 dagger. Without this, weights for melee dps are
calculated on dps alone, not weapon speed. You'll see 2h specs use fast
2h weapons (3.0), rogues use 2 fast weapons or slow weapons, frost dks
occasionally using 2h weapons while having dual wield talents. I tested
this for about 6 hours across all mentioned specs at levels 20, 30, 40,
50, 60, 65, 70, 75, and 80, with 3 quality types (greens, blues,
purples). I would actually consider making this mandatory, simply
because of the impact I saw in the dps charts. Super happy and proud of
this._

<img width="1021" height="470" alt="files changes"
src="https://github.com/user-attachments/assets/f55d955c-8760-4adf-b4d9-84797da2dc65"
/>


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.

_Two caches are built upon startup - the pvp trinket cache and the quest
reward cache. From there, this directly modifies the stat weight
calculations involving initequipement (autogear) and autoequipupgrades,
as both go off of stat weight calculations. I tried to implement these
changes with as little custom functions and coding as possible, and
relied as much as I could on the pre-existing framework._

- Describe the **processing cost** when this logic executes across many
bots.

_Fortunately most of the gates are boolean so it shouldn't impact
performance much at all. I ran these changes on my local server with
stock 500 bots, noticed no pmon difference from the main branch. Did a
24h stress test on my server yesterday, stats looked consistent with the
stress test I did prior to making any changes on 3-31-26._

_It helps that it uses pre-existing functions such as initequipment and
autoequipupgrades, and it really just modifies them with slightly more
logic. That being said, autogear didn't lag my server at all, nor did
the bots equipping upgrades._

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

_So, with the basic stock playerbots config (do not forget to copy the
new config!), the only thing that should change is the pvp gear
appearing on pvp specs, and the classes preferring more appropriate
stats across the board. You can load into the game, level a bot to 20,
autogear, and notice the difference. Same at level 40, 60, 75, or
whatever. You could add in the optional config settings to further
streamline the gear you want. I currently run with all 4 enabled, 2 of
which increase the item pool, and 2 of which help guide them to more
appropriate gear (armor/weps)._

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

_The code is only used on startup (cache generation) and when
autogear/autoequipupgrades is called. Not all the time, and not per
tick. I noticed no performance impact after these changes._

- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

_It modifies the decision making as far as equipment goes, but as far as
priority/strategies, this does not affect that._

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)

_Not to my knowledge, but I'll rely on testers and the community to let
me know if it does._

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

_AI was used in the research of the initequipment system, stat weights,
and cache building. As far as generating the code, using AI was 2 steps
forward, 1 step back. I used Claude Code with Sonnet 4.6 (high) and had
gemini/copilot review the work. **AI did generate a large portion of the
code being used.** I have personally reviewed every line, and a lot was
removed out of being obsolete/new system that copied an old one/too many
comments. I don't think anything else can be trimmed, though. I also
used AI in the PR description, and made my own comments in italics below
each entry. I hate explaining/writing._

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

_I would like atleast 5-10 people to review this over the next 1-6
months. The big problem I used to have with my PRs was I was acting like
they were a sprint, when it's really a marathon - good changes take
time, and I was too quick to bust out new content. The old PRs I made
introduced just as many new bugs as they did features. I learned my
lesson, and have tested this extensively (code was pretty much complete
on 4-10-26, been testing alone for the last 11 days) and it's ready for
the test realm for others to try out. I think it's going to be a good
step forward when it comes to gear decision making for bots as a whole.
PvPers have come and gone too much from this project due to the lack of
options, and this helps captivate that audience. Please reach out to me
on discord at Zhur#4391, I am happy to hear results/suggestions there as
well as here._

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Fixed "pull target" value which was overlap with new pull strategy.
Related with #2334 

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite tank bot to party
2. Use `nc +debug`
3. Use command `do attack my target`
4. In debug shouldnt be `reach pull` or similar

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

To analyze problem with value

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Have arenas follow the same path as battlegrounds when queueing .
Intended to to resolve discord user crash. 


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing 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, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
@Badgermilk0 Badgermilk0 merged commit 0a190cd into Badgermilk0:master May 2, 2026
7 of 9 checks passed
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