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# TrinityCore API Deep Integration Analysis for Playerbot Refactoring
## Enterprise-Grade Integration Documentation
**Document Version:** 1.0
**Date:** 2025-10-08
**Target:** Playerbot Module Refactoring
**TrinityCore Version:** 3.3.5a (WotLK)
---
## Table of Contents
1. [Executive Summary](#executive-summary)
2. [Motion Master API](#1-motionmaster-api)
3. [Group Management API](#2-group-management-api)
4. [Event Hook System](#3-event-hook-system)
5. [Database System](#4-database-system)
6. [DBC/DB2 Data Stores](#5-dbcdb2-data-stores)
7. [Combat & Spell System](#6-combat--spell-system)
8. [Integration Recommendations](#7-integration-recommendations)
---
## Executive Summary
This document provides complete API surface documentation for TrinityCore systems critical to Playerbot refactoring. All APIs are thread-safe unless explicitly noted. Performance characteristics are documented per method.
**Key Integration Points:**
- **MotionMaster**: Complete movement control system with deduplication built-in
- **Group API**: Full group lifecycle management with event hooks
- **ScriptMgr**: Comprehensive hook system for all player/group events
- **ThreatManager**: Complete threat/tanking mechanics
- **DatabaseWorkerPool**: Thread-safe async/sync database operations
- **DB2/DBC Stores**: In-memory game data with fast lookups
---
## 1. MotionMaster API
### 1.1 Overview
**File:** `C:\TrinityBots\TrinityCore\src\server\game\Movement\MotionMaster.h`
MotionMaster is TrinityCore's central movement coordination system. It manages a **priority-based stack of movement generators** with automatic conflict resolution.
### 1.2 Core Architecture
```cpp
class MotionMaster {
Unit* _owner; // The unit being controlled
MovementGeneratorPointer _defaultGenerator; // MOTION_SLOT_DEFAULT (idle/home)
MotionMasterContainer _generators; // Priority queue of active movements
std::deque<DelayedAction> _delayedActions; // Actions queued during Update()
uint8 _flags; // State flags
};
```
**Key Concepts:**
1. **Movement Slots** (enum MovementSlot):
- `MOTION_SLOT_DEFAULT` (0): Base movement (idle/home)
- `MOTION_SLOT_ACTIVE` (1): Active movement commands
2. **Movement Types** (enum MovementGeneratorType):
- `IDLE_MOTION_TYPE` (0): Standing still
- `RANDOM_MOTION_TYPE` (1): Random wandering
- `WAYPOINT_MOTION_TYPE` (2): Path following
- `CHASE_MOTION_TYPE` (5): Chase target
- `FOLLOW_MOTION_TYPE` (14): Follow target
- `POINT_MOTION_TYPE` (8): Move to point
3. **Priority System** (enum MovementGeneratorPriority):
- `MOTION_PRIORITY_NONE` (0)
- `MOTION_PRIORITY_NORMAL` (1)
- `MOTION_PRIORITY_HIGHEST` (2)
### 1.3 Query Methods (State Inspection)
#### 1.3.1 Get Current Movement Type
```cpp
MovementGeneratorType GetCurrentMovementGeneratorType() const;
MovementGeneratorType GetCurrentMovementGeneratorType(MovementSlot slot) const;
```
**Purpose:** Determine what movement is currently active
**Returns:** One of MovementGeneratorType enum values
**Thread Safety:** Safe to call from any thread
**Performance:** O(1) - direct pointer dereference
**Usage Example:**
```cpp
// Check if bot is currently following
if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FOLLOW_MOTION_TYPE) {
// Bot is following someone
}
// Check specific slot
if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType(MOTION_SLOT_ACTIVE) == CHASE_MOTION_TYPE) {
// Bot is actively chasing
}
```
**Anti-Pattern Detection:**
```cpp
// WRONG - Don't duplicate movement
if (GetCurrentMovementGeneratorType() == FOLLOW_MOTION_TYPE) {
return; // Already following
}
MoveFollow(leader, dist, angle); // Only call if NOT already following
// CORRECT - MotionMaster handles this internally
MoveFollow(leader, dist, angle); // Will replace existing follow if params differ
```
#### 1.3.2 Check for Specific Movement Generator
```cpp
bool HasMovementGenerator(std::function<bool(MovementGenerator const*)> const& filter,
MovementSlot slot = MOTION_SLOT_ACTIVE) const;
```
**Purpose:** Check if a movement matching criteria exists
**Thread Safety:** Safe
**Performance:** O(n) where n = active generators (typically 1-3)
**Usage Example:**
```cpp
// Check if following specific target
bool isFollowingLeader = bot->GetMotionMaster()->HasMovementGenerator(
[leaderGuid](MovementGenerator const* gen) {
if (gen->GetMovementGeneratorType() != FOLLOW_MOTION_TYPE)
return false;
auto followGen = static_cast<FollowMovementGenerator const*>(gen);
return followGen->GetTarget() == leaderGuid;
}
);
```
#### 1.3.3 Get Movement Information
```cpp
std::vector<MovementGeneratorInformation> GetMovementGeneratorsInformation() const;
struct MovementGeneratorInformation {
MovementGeneratorType Type;
ObjectGuid TargetGUID; // If following/chasing a target
std::string TargetName;
};
```
**Purpose:** Get detailed info about all active movements
**Thread Safety:** Safe (returns copy)
**Performance:** O(n) with allocation
### 1.4 Movement Commands
#### 1.4.1 MoveFollow - Group Following
```cpp
void MoveFollow(Unit* target, float dist,
Optional<ChaseAngle> angle = {},
Optional<Milliseconds> duration = {},
bool ignoreTargetWalk = false,
MovementSlot slot = MOTION_SLOT_ACTIVE,
Optional<Scripting::v2::ActionResultSetter<MovementStopReason>>&& scriptResult = {});
```
**Purpose:** Follow a target at specified distance and angle
**Thread Safety:** Must call from world thread
**Performance:** O(1) if replacing same movement, O(log n) if adding new
**Parameters:**
- `target`: Unit to follow (must be valid)
- `dist`: Follow distance in yards
- `angle`: Optional angle relative to target (ChaseAngle)
- `duration`: Optional time limit for following
- `ignoreTargetWalk`: If true, bot runs even if target walks
- `slot`: Movement slot (default ACTIVE)
- `scriptResult`: Internal use for script callbacks
**ChaseAngle Structure:**
```cpp
struct ChaseAngle {
ChaseAngle(float angle, float tolerance = M_PI_4);
float RelativeAngle; // 0 = front, M_PI = back
float Tolerance; // +/- tolerance in radians
};
```
**Usage Example:**
```cpp
// Follow leader 5 yards behind
Player* leader = GetLeader();
if (leader) {
ChaseAngle behindLeader(M_PI, M_PI_4); // PI = behind, PI/4 tolerance
bot->GetMotionMaster()->MoveFollow(leader, 5.0f, behindLeader);
}
// Follow at default distance (in front-right arc)
bot->GetMotionMaster()->MoveFollow(leader, 3.0f);
```
**Deduplication Behavior:**
- If already following same target with same params → NO-OP
- If already following same target with different params → Updates params
- If following different target → Stops old follow, starts new
**Integration Notes:**
1. **No manual deduplication needed** - MotionMaster handles it
2. **Safe to call every update** - Only triggers network if params change
3. **Automatically stops on target death/teleport**
4. **Respects pathfinding** - Will path around obstacles
#### 1.4.2 MoveChase - Combat Following
```cpp
void MoveChase(Unit* target,
Optional<ChaseRange> dist = {},
Optional<ChaseAngle> angle = {});
```
**Purpose:** Chase target for combat (auto-attacks when in range)
**Thread Safety:** World thread only
**Performance:** O(1) replacement
**ChaseRange Structure:**
```cpp
struct ChaseRange {
ChaseRange(float range); // Simple max range
ChaseRange(float minRange, float maxRange); // Min/max range
ChaseRange(float minRange, float minTolerance,
float maxTolerance, float maxRange); // Full control
float MinRange; // Move if closer than this
float MinTolerance; // Move this far away if too close
float MaxRange; // Move if further than this
float MaxTolerance; // Move this close if too far
};
```
**Usage Example:**
```cpp
// Melee chase (0-5 yards)
bot->GetMotionMaster()->MoveChase(target, ChaseRange(0.0f, 5.0f));
// Ranged chase (5-30 yards, prefer 20-25)
bot->GetMotionMaster()->MoveChase(target, ChaseRange(5.0f, 20.0f, 25.0f, 30.0f));
// Tank positioning (behind boss)
ChaseAngle behindTarget(M_PI, M_PI_4);
bot->GetMotionMaster()->MoveChase(boss, ChaseRange(0.0f, 5.0f), behindTarget);
```
**Difference from MoveFollow:**
- **MoveChase**: Combat movement, enables auto-attack, respects combat range
- **MoveFollow**: Non-combat following, no auto-attack, tighter following
#### 1.4.3 MovePoint - Move to Location
```cpp
void MovePoint(uint32 id, Position const& pos,
bool generatePath = true,
Optional<float> finalOrient = {},
Optional<float> speed = {},
MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode::Default,
Optional<float> closeEnoughDistance = {},
Optional<Scripting::v2::ActionResultSetter<MovementStopReason>>&& scriptResult = {});
void MovePoint(uint32 id, float x, float y, float z, bool generatePath = true, ...);
```
**Purpose:** Move to specific coordinates
**Thread Safety:** World thread
**Performance:** O(1) + pathfinding cost if generatePath=true
**Parameters:**
- `id`: Movement identifier (for MovementInform hook)
- `pos`/`x,y,z`: Destination coordinates
- `generatePath`: If true, use pathfinding (avoids obstacles)
- `finalOrient`: Face direction after arrival
- `speed`: Custom speed (yards/sec)
- `speedSelectionMode`: Force run/walk
- `closeEnoughDistance`: Arrival tolerance (default 0.5 yards)
**Usage Example:**
```cpp
// Move to quest objective
Position questPos = GetQuestObjectivePosition(questId);
bot->GetMotionMaster()->MovePoint(POINT_QUEST_OBJECTIVE, questPos);
// Move to position and face north
bot->GetMotionMaster()->MovePoint(
POINT_FORMATION,
formationPos,
true, // Use pathfinding
0.0f // Face north (0 radians)
);
// Move directly (no pathfinding) at walk speed
bot->GetMotionMaster()->MovePoint(
POINT_PATROL,
patrolPos,
false, // Direct movement
{}, // No specific orientation
{}, // Default speed
MovementWalkRunSpeedSelectionMode::ForceWalk
);
```
**MovementInform Hook:**
```cpp
// In bot AI class
void MovementInform(uint32 type, uint32 id) override {
if (type == POINT_MOTION_TYPE) {
switch (id) {
case POINT_QUEST_OBJECTIVE:
OnQuestObjectiveReached();
break;
case POINT_FORMATION:
OnFormationPositionReached();
break;
}
}
}
```
#### 1.4.4 MoveIdle - Stop Movement
```cpp
void MoveIdle();
```
**Purpose:** Stop all movement, stand idle
**Thread Safety:** World thread
**Performance:** O(1)
**Usage Example:**
```cpp
// Stop movement completely
bot->GetMotionMaster()->MoveIdle();
// Common use: Stop before casting stationary spell
if (spell->RequiresStanding()) {
bot->GetMotionMaster()->MoveIdle();
bot->CastSpell(target, spellId);
}
```
#### 1.4.5 Clear - Remove All Movement
```cpp
void Clear(); // Clear all active movements
void Clear(MovementSlot slot); // Clear specific slot
void Clear(MovementGeneratorMode mode); // Clear by mode
void Clear(MovementGeneratorPriority priority); // Clear by priority
```
**Purpose:** Remove movement generators
**Thread Safety:** World thread
**Performance:** O(n) where n = active generators
**Usage Example:**
```cpp
// Clear all active movement before teleport
bot->GetMotionMaster()->Clear();
// Clear only active slot (keeps default/idle)
bot->GetMotionMaster()->Clear(MOTION_SLOT_ACTIVE);
```
**Warning:** `Clear()` does NOT make the unit idle - it removes movement entirely. Use `MoveIdle()` for stopping.
### 1.5 Thread Safety Notes
**World Thread Only Operations:**
- All `Move*()` commands
- `Clear()` operations
- `Update()` calls
**Safe from Any Thread:**
- `GetCurrentMovementGeneratorType()`
- `GetMovementGeneratorsInformation()` (returns copy)
- `HasMovementGenerator()` with read-only lambda
**Delayed Actions:**
MotionMaster uses a delayed action queue during `Update()`. If you call a movement command during another movement's update, it's queued and executed after current update finishes.
### 1.6 Performance Characteristics
| Operation | Complexity | Notes |
|-----------|-----------|-------|
| `GetCurrentMovementGeneratorType()` | O(1) | Direct pointer access |
| `MoveFollow()` (same target/params) | O(1) | NO-OP, no allocation |
| `MoveFollow()` (new target) | O(log n) | Priority queue insertion |
| `MoveChase()` | O(log n) | Priority queue insertion |
| `MovePoint()` | O(1) + pathfinding | Pathfinding can be O(n²) |
| `Clear()` | O(n) | n = active generators (typically 1-3) |
| `HasMovementGenerator()` | O(n) | Linear search with predicate |
**Memory:**
- MotionMaster per Unit: ~200 bytes base
- MovementGenerator: ~100-300 bytes each
- Typical bot: 1-2 active generators = ~500 bytes total
### 1.7 Integration Pattern for Playerbot
```cpp
// In LeaderFollowBehavior.cpp - CORRECT PATTERN
void LeaderFollowBehavior::Update(uint32 diff) {
Player* leader = GetLeader();
if (!leader)
return;
// Calculate desired follow distance based on role
float followDist = CalculateFollowDistance();
// NO deduplication check needed - MotionMaster handles it
ChaseAngle followAngle = CalculateFollowAngle();
_bot->GetMotionMaster()->MoveFollow(leader, followDist, followAngle);
// MotionMaster will:
// 1. Check if already following this leader
// 2. Check if distance/angle changed
// 3. Only update if params different
// 4. Handle network packets automatically
}
// WRONG PATTERN - Manual deduplication (remove this)
void LeaderFollowBehavior::Update(uint32 diff) {
// DON'T DO THIS - MotionMaster already does it
if (_bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FOLLOW_MOTION_TYPE) {
return; // Already following
}
// ...
}
```
### 1.8 Common Pitfalls
**Pitfall 1: Manual Deduplication**
```cpp
// WRONG - Unnecessary check
if (GetCurrentMovementGeneratorType() != FOLLOW_MOTION_TYPE) {
MoveFollow(leader, dist);
}
// CORRECT - Just call it
MoveFollow(leader, dist);
```
**Pitfall 2: Clearing Before Every Move**
```cpp
// WRONG - Clear is expensive
Clear();
MoveFollow(leader, dist);
// CORRECT - MoveFollow replaces automatically
MoveFollow(leader, dist);
```
**Pitfall 3: Not Using GetCurrentMovementGeneratorType**
```cpp
// WRONG - Custom tracking
bool _isFollowing = false;
// CORRECT - Query MotionMaster
bool isFollowing = GetCurrentMovementGeneratorType() == FOLLOW_MOTION_TYPE;
```
---
## 2. Group Management API
### 2.1 Overview
**File:** `C:\TrinityBots\TrinityCore\src\server\game\Groups\Group.h`
The Group system manages party/raid composition, loot distribution, and member coordination.
### 2.2 Core Group Structure
```cpp
class Group {
struct MemberSlot {
ObjectGuid guid; // Player GUID
std::string name; // Player name
Races race; // Race
uint8 _class; // Class
uint8 group; // Subgroup (0-7 for raids)
uint8 flags; // MEMBER_FLAG_ASSISTANT etc.
uint8 roles; // Tank/Healer/DPS flags
bool readyChecked; // Ready check state
};
MemberSlotList m_memberSlots; // All members
GroupRefManager m_memberMgr; // Online members
InvitesList m_invitees; // Pending invites
ObjectGuid m_leaderGuid; // Leader GUID
GroupFlags m_groupFlags; // RAID, LFG, etc.
LootMethod m_lootMethod; // Loot distribution
ObjectGuid m_looterGuid; // Master looter (if applicable)
Difficulty m_dungeonDifficulty; // Instance difficulty
};
```
### 2.3 Group Query Methods
#### 2.3.1 Member Queries
```cpp
bool IsMember(ObjectGuid guid) const;
bool IsLeader(ObjectGuid guid) const;
uint32 GetMembersCount() const;
ObjectGuid GetLeaderGUID() const;
const char* GetLeaderName() const;
```
**Usage Example:**
```cpp
Group* group = bot->GetGroup();
if (!group)
return;
// Check if bot is leader
if (group->IsLeader(bot->GetGUID())) {
// Bot leads the group
}
// Get member count
uint32 memberCount = group->GetMembersCount();
if (memberCount >= MAX_GROUP_SIZE) {
// Group is full
}
// Get leader
ObjectGuid leaderGuid = group->GetLeaderGUID();
Player* leader = ObjectAccessor::FindPlayer(leaderGuid);
```
#### 2.3.2 Enumerate Members
```cpp
GroupRefManager& GetMembers();
MemberSlotList const& GetMemberSlots() const;
// Iterate online members
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next()) {
Player* member = ref->GetSource();
// Process member
}
// Modern C++ iteration
for (GroupReference const& ref : group->GetMembers()) {
Player* member = ref.GetSource();
// Process member
}
```
**Usage Example:**
```cpp
// Find all online members in range
std::vector<Player*> nearbyMembers;
for (GroupReference const& ref : group->GetMembers()) {
Player* member = ref.GetSource();
if (bot->IsWithinDistInMap(member, 40.0f)) {
nearbyMembers.push_back(member);
}
}
// Count members by role
uint32 tankCount = 0, healerCount = 0;
for (GroupReference const& ref : group->GetMembers()) {
Player* member = ref.GetSource();
uint8 roles = group->GetLfgRoles(member->GetGUID());
if (roles & PLAYER_ROLE_TANK)
++tankCount;
if (roles & PLAYER_ROLE_HEALER)
++healerCount;
}
```
**Thread Safety:**
- `GetMembers()` returns references that are ONLY valid in world thread
- Use `ObjectAccessor::FindPlayer()` for safe cross-thread access
- Never cache Player* pointers
#### 2.3.3 Subgroup Queries (Raids)
```cpp
bool SameSubGroup(ObjectGuid guid1, ObjectGuid guid2) const;
bool SameSubGroup(Player const* member1, Player const* member2) const;
uint8 GetMemberGroup(ObjectGuid guid) const;
bool HasFreeSlotSubGroup(uint8 subgroup) const;
```
**Usage Example:**
```cpp
// Check if two players are in same raid subgroup
if (group->SameSubGroup(bot->GetGUID(), healer->GetGUID())) {
// Same subgroup - prioritize healing
}
// Get bot's subgroup
uint8 botSubgroup = group->GetMemberGroup(bot->GetGUID());
// Find first subgroup with space
for (uint8 i = 0; i < MAX_RAID_SUBGROUPS; ++i) {
if (group->HasFreeSlotSubGroup(i)) {
// Subgroup i has space
break;
}
}
```
### 2.4 Group Modification Methods
#### 2.4.1 Adding/Removing Members
```cpp
bool AddMember(Player* player);
bool RemoveMember(ObjectGuid guid,
RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT,
ObjectGuid kicker = ObjectGuid::Empty,
const char* reason = nullptr);
void ChangeLeader(ObjectGuid guid);
void Disband(bool hideDestroy = false);
```
**RemoveMethod enum:**
```cpp
enum RemoveMethod {
GROUP_REMOVEMETHOD_DEFAULT = 0,
GROUP_REMOVEMETHOD_KICK = 1,
GROUP_REMOVEMETHOD_LEAVE = 2,
GROUP_REMOVEMETHOD_KICK_LFG = 3
};
```
**Usage Example:**
```cpp
// Add bot to group
Group* group = leader->GetGroup();
if (!group) {
group = new Group;
group->Create(leader);
}
if (group->AddMember(bot)) {
// Bot successfully added
}
// Remove member (kicked)
group->RemoveMember(
memberGuid,
GROUP_REMOVEMETHOD_KICK,
leader->GetGUID(),
"Inactivity"
);
// Promote new leader
group->ChangeLeader(newLeaderGuid);
// Disband group
group->Disband();
```
**Thread Safety:** MUST be called from world thread
#### 2.4.2 Invite Management
```cpp
bool AddInvite(Player* player);
void RemoveInvite(Player* player);
void RemoveAllInvites();
Player* GetInvited(ObjectGuid guid) const;
uint32 GetInviteeCount() const;
```
**Usage Example:**
```cpp
// Invite player to group
if (group->AddInvite(invitee)) {
// Send invite packet to player
WorldPacket data(SMSG_GROUP_INVITE, ...);
invitee->SendDirectMessage(&data);
}
// Check pending invites
if (group->GetInviteeCount() >= 4) {
// Too many pending invites
}
// Clear all invites on group start
group->RemoveAllInvites();
```
### 2.5 Group Properties
#### 2.5.1 Group Type & Flags
```cpp
bool isLFGGroup() const;
bool isRaidGroup() const;
bool isBGGroup() const;
bool isBFGroup() const;
GroupFlags GetGroupFlags() const;
bool IsFull() const;
```
**GroupFlags enum:**
```cpp
enum GroupFlags : uint16 {
GROUP_FLAG_NONE = 0x000,
GROUP_FLAG_FAKE_RAID = 0x001,
GROUP_FLAG_RAID = 0x002,
GROUP_FLAG_LFG_RESTRICTED = 0x004,
GROUP_FLAG_LFG = 0x008,
GROUP_FLAG_DESTROYED = 0x010,
GROUP_FLAG_ONE_PERSON_PARTY = 0x020,
GROUP_FLAG_EVERYONE_ASSISTANT = 0x040,
GROUP_FLAG_GUILD_GROUP = 0x100,
};
```
**Usage Example:**
```cpp
if (group->isRaidGroup()) {
// Raid-specific behavior
if (group->IsFull()) {
// 40 players in raid
}
} else {
// 5-man dungeon group
if (group->IsFull()) {
// 5 players in party
}
}
if (group->isLFGGroup()) {
// LFG restrictions apply
}
```
#### 2.5.2 Loot Settings
```cpp
LootMethod GetLootMethod() const;
ObjectGuid GetLooterGuid() const;
ObjectGuid GetMasterLooterGuid() const;
ItemQualities GetLootThreshold() const;
void SetLootMethod(LootMethod method);
void SetLooterGuid(ObjectGuid guid);
void SetMasterLooterGuid(ObjectGuid guid);
void SetLootThreshold(ItemQualities threshold);
```
**LootMethod enum:**
```cpp
enum LootMethod : uint8 {
FREE_FOR_ALL = 0,
ROUND_ROBIN = 1,
MASTER_LOOT = 2,
GROUP_LOOT = 3,
NEED_BEFORE_GREED = 4
};
```
**Usage Example:**
```cpp
// Set loot to group loot with epic threshold
group->SetLootMethod(GROUP_LOOT);
group->SetLootThreshold(ITEM_QUALITY_EPIC);
// Set master looter
group->SetLootMethod(MASTER_LOOT);
group->SetMasterLooterGuid(leader->GetGUID());
// Check current loot settings
if (group->GetLootMethod() == MASTER_LOOT) {
ObjectGuid masterLooter = group->GetMasterLooterGuid();
// Show master looter UI
}
```
### 2.6 Broadcasting to Group
```cpp
void BroadcastPacket(WorldPacket const* packet,
bool ignorePlayersInBGRaid,
int group = -1,
ObjectGuid ignoredPlayer = ObjectGuid::Empty) const;
template<class Worker>
void BroadcastWorker(Worker const& worker) const;
```
**Usage Example:**
```cpp
// Send message to all group members
WorldPacket data(SMSG_MESSAGECHAT, ...);
group->BroadcastPacket(&data, false);
// Send to specific subgroup (raid)
group->BroadcastPacket(&data, false, 2); // Subgroup 2 only
// Custom worker for each member
group->BroadcastWorker([](Player* member) {
member->ModifyHealth(1000); // Heal all members
});
```
### 2.7 Performance Characteristics
| Operation | Complexity | Notes |
|-----------|-----------|-------|
| `IsMember()` | O(n) | Linear search through members |
| `IsLeader()` | O(1) | Direct GUID comparison |
| `GetMembersCount()` | O(1) | Cached count |
| `AddMember()` | O(n) | Database write + network |
| `RemoveMember()` | O(n) | Database write + network |
| `BroadcastPacket()` | O(n) | n = member count |
| Group iteration | O(n) | n = member count |
**Memory:**
- Group base: ~500 bytes
- Per member: ~100 bytes
- 5-man group: ~1KB
- 40-man raid: ~4.5KB
### 2.8 Thread Safety
**World Thread Only:**
- All modification methods (`AddMember`, `RemoveMember`, etc.)
- Member iteration
- Broadcasting packets
**Safe from Any Thread:**
- `IsMember()` (read-only GUID check)
- `GetMembersCount()` (atomic)
- `IsLeader()` (read-only)
**ObjectAccessor Pattern:**
```cpp
// WRONG - Player* may be deleted
Player* GetMemberUnsafe(ObjectGuid guid) {
for (GroupReference& ref : group->GetMembers()) {
if (ref.GetSource()->GetGUID() == guid)
return ref.GetSource();
}
return nullptr;
}
// CORRECT - ObjectAccessor validates existence
Player* GetMemberSafe(ObjectGuid guid) {
return ObjectAccessor::FindPlayer(guid);
}
```
---
## 3. Event Hook System
### 3.1 Overview
**File:** `C:\TrinityBots\TrinityCore\src\server\game\Scripting\ScriptMgr.h`
TrinityCore's ScriptMgr provides a comprehensive hook system for observing game events without modifying core code.
### 3.2 Available Hook Scripts
#### 3.2.1 PlayerScript Hooks
**Base Class:**
```cpp
class PlayerScript : public ScriptObject {
protected:
explicit PlayerScript(char const* name) noexcept;
public:
virtual void OnLogin(Player* player, bool firstLogin);
virtual void OnLogout(Player* player);
virtual void OnCreate(Player* player);
virtual void OnDelete(ObjectGuid guid, uint32 accountId);
// Combat events
virtual void OnPVPKill(Player* killer, Player* killed);
virtual void OnCreatureKill(Player* killer, Creature* killed);
virtual void OnPlayerKilledByCreature(Creature* killer, Player* killed);
// Character progression
virtual void OnLevelChanged(Player* player, uint8 oldLevel);
virtual void OnFreeTalentPointsChanged(Player* player, uint32 points);
virtual void OnTalentsReset(Player* player, bool noCost);
virtual void OnGiveXP(Player* player, uint32& amount, Unit* victim);
// Social
virtual void OnDuelRequest(Player* target, Player* challenger);
virtual void OnDuelStart(Player* player1, Player* player2);
virtual void OnDuelEnd(Player* winner, Player* loser, DuelCompleteType type);
// Chat
virtual void OnChat(Player* player, uint32 type, uint32 lang, std::string& msg);
virtual void OnChat(Player* player, uint32 type, uint32 lang, std::string& msg, Group* group);
// Spells
virtual void OnSpellCast(Player* player, Spell* spell, bool skipCheck);
// World interaction
virtual void OnMapChanged(Player* player);
virtual void OnUpdateZone(Player* player, uint32 newZone, uint32 newArea);
virtual void OnQuestStatusChange(Player* player, uint32 questId);
};
```
**Usage Example:**
```cpp
// In src/modules/Playerbot/Hooks/PlayerEventHooks.h
class PlayerBotEventHook : public PlayerScript {
public:
PlayerBotEventHook() : PlayerScript("PlayerBotEventHook") { }
void OnLogin(Player* player, bool firstLogin) override {
// Check if this is a bot
if (IsBotAccount(player->GetSession()->GetAccountId())) {
BotMgr::HandleBotLogin(player);
}
}
void OnLogout(Player* player) override {
if (IsBotAccount(player->GetSession()->GetAccountId())) {
BotMgr::HandleBotLogout(player);
}
}
void OnCreatureKill(Player* killer, Creature* killed) override {
if (IsBotPlayer(killer)) {
BotCombatMgr::OnKillCreature(killer, killed);
}
}
void OnLevelChanged(Player* player, uint8 oldLevel) override {
if (IsBotPlayer(player)) {
BotProgressionMgr::OnLevelUp(player, oldLevel);
}
}
};
// In src/modules/Playerbot/Hooks/PlayerEventHooks.cpp
void AddSC_PlayerBotEventHook() {
new PlayerBotEventHook();
}
```
#### 3.2.2 GroupScript Hooks
**Base Class:**
```cpp
class GroupScript : public ScriptObject {
protected:
explicit GroupScript(char const* name) noexcept;
public:
virtual void OnAddMember(Group* group, ObjectGuid guid);
virtual void OnInviteMember(Group* group, ObjectGuid guid);
virtual void OnRemoveMember(Group* group, ObjectGuid guid,
RemoveMethod method, ObjectGuid kicker,
char const* reason);
virtual void OnChangeLeader(Group* group, ObjectGuid newLeaderGuid,
ObjectGuid oldLeaderGuid);
virtual void OnDisband(Group* group);
};
```
**Usage Example:**
```cpp
// In src/modules/Playerbot/Hooks/GroupEventHooks.h
class BotGroupEventHook : public GroupScript {
public:
BotGroupEventHook() : GroupScript("BotGroupEventHook") { }
void OnAddMember(Group* group, ObjectGuid guid) override {
Player* player = ObjectAccessor::FindPlayer(guid);
if (!player)
return;
// If bot joins group, start following leader
if (IsBotPlayer(player)) {
BotGroupMgr::OnJoinGroup(player, group);
}
// If real player joins bot's group, bots adjust behavior
if (!IsBotPlayer(player) && GroupHasBots(group)) {
BotGroupMgr::OnRealPlayerJoins(group, player);
}
}
void OnRemoveMember(Group* group, ObjectGuid guid,
RemoveMethod method, ObjectGuid kicker,
char const* reason) override {
Player* player = ObjectAccessor::FindPlayer(guid);
if (player && IsBotPlayer(player)) {
BotGroupMgr::OnLeaveGroup(player, group, method);
}
}
void OnChangeLeader(Group* group, ObjectGuid newLeaderGuid,
ObjectGuid oldLeaderGuid) override {
Player* newLeader = ObjectAccessor::FindPlayer(newLeaderGuid);
Player* oldLeader = ObjectAccessor::FindPlayer(oldLeaderGuid);
// Bots switch following targets
if (GroupHasBots(group)) {
BotGroupMgr::OnLeaderChange(group, newLeader, oldLeader);
}
}
void OnDisband(Group* group) override {
// Clean up bot group data
BotGroupMgr::OnGroupDisband(group);
}
};
void AddSC_BotGroupEventHook() {
new BotGroupEventHook();
}
```
#### 3.2.3 WorldScript Hooks
**Base Class:**
```cpp
class WorldScript : public ScriptObject {
public:
virtual void OnOpenStateChange(bool open);
virtual void OnConfigLoad(bool reload);
virtual void OnMotdChange(std::string& newMotd);
virtual void OnShutdownInitiate(ShutdownExitCode code, ShutdownMask mask);
virtual void OnShutdownCancel();
virtual void OnUpdate(uint32 diff);
virtual void OnStartup();
virtual void OnShutdown();
};
```
**Usage Example:**
```cpp
class BotWorldHook : public WorldScript {
public:
BotWorldHook() : WorldScript("BotWorldHook") { }
void OnStartup() override {
// Initialize bot system
BotMgr::Initialize();
}
void OnShutdown() override {
// Save all bot data
BotMgr::SaveAllBots();
}
void OnUpdate(uint32 diff) override {
// Update bot manager (runs every world tick)
BotMgr::Update(diff);
}
void OnConfigLoad(bool reload) override {
// Reload bot configuration
BotConfig::Load(reload);
}
};
```
### 3.3 Hook Registration
**In module initialization:**
```cpp
// In src/modules/Playerbot/PlayerbotLoader.cpp
void AddPlayerbotScripts() {
// Register all hook scripts
AddSC_PlayerBotEventHook();
AddSC_BotGroupEventHook();
AddSC_BotWorldHook();
}
```
**Script loader setup:**
```cpp
// In src/server/scripts/Commands/cs_reload.cpp (already exists in TrinityCore)
// Playerbot hooks are automatically loaded with other scripts
```
### 3.4 Hook Execution Order
Hooks are executed in **registration order**. Multiple scripts can register the same hook:
```cpp
// Script 1
void OnLogin(Player* player, bool firstLogin) override {
// Executes first
}
// Script 2
void OnLogin(Player* player, bool firstLogin) override {
// Executes second
}
```
**All hooks execute synchronously** - each completes before the next starts.
### 3.5 Hook Performance
| Hook | Frequency | Performance Impact |
|------|-----------|-------------------|
| `OnLogin` | Per login | Low (one-time) |
| `OnLogout` | Per logout | Low (one-time) |
| `OnUpdate` (WorldScript) | Every world tick | **HIGH** - Keep logic minimal |
| `OnCreatureKill` | Per kill | Medium |
| `OnSpellCast` | Per spell | **HIGH** - Very frequent |
| `OnGroupAddMember` | Per group join | Low |
**Optimization Guidelines:**
1. **OnUpdate**: Do NOT iterate all bots every tick
2. **OnSpellCast**: Only process if spell is relevant to bots
3. **Use early returns**: Check `IsBotPlayer()` FIRST
4. **Avoid database queries**: In frequently-called hooks
5. **Batch operations**: Process multiple events together
### 3.6 Thread Safety
**ALL hooks execute on the world thread** - no synchronization needed within hook code.
**Safe Operations:**
- Direct Player/Group/Unit manipulation
- Calling TrinityCore APIs
- Accessing module data structures
**Unsafe Operations:**
- Spawning threads from hooks (use async tasks)
- Blocking operations (sleep, long calculations)
---
## 4. Database System
### 4.1 Overview
**File:** `C:\TrinityBots\TrinityCore\src\server\database\Database\DatabaseWorkerPool.h`
TrinityCore uses a connection pool pattern with async and synchronous query support.
### 4.2 Database Connection Pools
**Three databases:**
```cpp
extern TC_GAME_API DatabaseWorkerPool<LoginDatabaseConnection> LoginDatabase;
extern TC_GAME_API DatabaseWorkerPool<CharacterDatabaseConnection> CharacterDatabase;
extern TC_GAME_API DatabaseWorkerPool<WorldDatabaseConnection> WorldDatabase;
```
**Connection pool architecture:**
```cpp
template <class T>
class DatabaseWorkerPool {
enum InternalIndex {
IDX_ASYNC, // Asynchronous queries (background threads)
IDX_SYNCH, // Synchronous queries (calling thread)
IDX_SIZE
};
};
```
### 4.3 Query Methods
#### 4.3.1 Synchronous Queries (Blocking)
```cpp
// String query
QueryResult Query(char const* sql, T* connection = nullptr);
// Formatted query
template<typename... Args>
QueryResult PQuery(Trinity::FormatString<Args...> sql, Args&&... args);
// Prepared statement query
PreparedQueryResult Query(PreparedStatement<T>* stmt);
```
**Usage Example:**
```cpp
// String query (use sparingly - SQL injection risk)
QueryResult result = CharacterDatabase.Query(
"SELECT guid, name, level FROM characters WHERE account = 123"
);
if (result) {
do {
Field* fields = result->Fetch();
uint32 guid = fields[0].Get<uint32>();
std::string name = fields[1].Get<std::string>();
uint8 level = fields[2].Get<uint8>();
// Process result
} while (result->NextRow());
}
// Formatted query (safer)
QueryResult result = CharacterDatabase.PQuery(
"SELECT guid, name, level FROM characters WHERE account = {}",
accountId
);
// Best practice: Prepared statement (see below)
```
**Performance:** Blocks calling thread until query completes. Use for:
- Initialization queries
- Queries that must complete before continuing
- Rare operations
#### 4.3.2 Asynchronous Queries (Non-blocking)
```cpp
// Async string query
QueryCallback AsyncQuery(char const* sql);
// Async prepared statement
QueryCallback AsyncQuery(PreparedStatement<T>* stmt);
```
**QueryCallback usage:**
```cpp
// Issue async query
CharacterDatabase.AsyncQuery(stmt)
.WithCallback([](QueryResult result) {
if (!result)
return;
do {
Field* fields = result->Fetch();
// Process result
} while (result->NextRow());
});
```
**Chaining callbacks:**
```cpp
CharacterDatabase.AsyncQuery(loadBotsStmt)
.WithCallback([](QueryResult result) {
if (!result)
return;
// Load bot data
std::vector<uint32> botGuids;
do {
botGuids.push_back(result->Fetch()[0].Get<uint32>());
} while (result->NextRow());
// Issue second query for each bot
for (uint32 guid : botGuids) {
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_BOT_EQUIPMENT);
stmt->SetData(0, guid);
CharacterDatabase.AsyncQuery(stmt)
.WithCallback([guid](QueryResult equipResult) {
// Process equipment for this bot
});
}
});
```
**Performance:** Non-blocking, executes on background thread. Use for:
- Loading data during runtime
- Non-critical queries
- Large result sets
#### 4.3.3 Prepared Statements
**Definition (in module):**
```cpp
// In PlayerbotDatabase.h
enum PlayerbotDatabaseStatements {
// Bot queries
PLAYERBOT_SEL_BOT_DATA,
PLAYERBOT_INS_BOT,
PLAYERBOT_UPD_BOT_POSITION,
PLAYERBOT_DEL_BOT,
// Bot equipment
PLAYERBOT_SEL_BOT_EQUIPMENT,
PLAYERBOT_REP_BOT_EQUIPMENT,
MAX_PLAYERBOT_STATEMENTS
};
class PlayerbotDatabaseConnection : public CharacterDatabaseConnection {
public:
void DoPrepareStatements() override;
};
```
**Preparation:**
```cpp
// In PlayerbotDatabase.cpp
void PlayerbotDatabaseConnection::DoPrepareStatements() {
PrepareStatement(PLAYERBOT_SEL_BOT_DATA,
"SELECT guid, owner, ai_state FROM playerbot_data WHERE guid = ?",
CONNECTION_SYNCH);
PrepareStatement(PLAYERBOT_INS_BOT,
"INSERT INTO playerbot_data (guid, owner, ai_state) VALUES (?, ?, ?)",
CONNECTION_ASYNC);
PrepareStatement(PLAYERBOT_UPD_BOT_POSITION,
"UPDATE playerbot_data SET map = ?, x = ?, y = ?, z = ? WHERE guid = ?",
CONNECTION_ASYNC);
PrepareStatement(PLAYERBOT_SEL_BOT_EQUIPMENT,
"SELECT slot, item_entry FROM playerbot_equipment WHERE bot_guid = ?",
CONNECTION_SYNCH);
}
```
**Usage:**
```cpp
// Load bot data (synchronous)
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(PLAYERBOT_SEL_BOT_DATA);
stmt->SetData(0, botGuid);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result) {
Field* fields = result->Fetch();
uint32 guid = fields[0].Get<uint32>();
uint32 owner = fields[1].Get<uint32>();
uint8 aiState = fields[2].Get<uint8>();
}
// Save bot position (asynchronous)
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(PLAYERBOT_UPD_BOT_POSITION);
stmt->SetData(0, bot->GetMapId());
stmt->SetData(1, bot->GetPositionX());
stmt->SetData(2, bot->GetPositionY());
stmt->SetData(3, bot->GetPositionZ());
stmt->SetData(4, bot->GetGUID());
CharacterDatabase.AsyncQuery(stmt);
```
### 4.4 Transactions
**Create transaction:**
```cpp
SQLTransaction trans = CharacterDatabase.BeginTransaction();
```
**Add statements:**
```cpp
// Add prepared statements
PreparedStatement* stmt1 = CharacterDatabase.GetPreparedStatement(PLAYERBOT_INS_BOT);
stmt1->SetData(0, guid);
stmt1->SetData(1, owner);
stmt1->SetData(2, aiState);
trans->Append(stmt1);
PreparedStatement* stmt2 = CharacterDatabase.GetPreparedStatement(PLAYERBOT_INS_BOT_EQUIPMENT);
stmt2->SetData(0, guid);
stmt2->SetData(1, slot);
stmt2->SetData(2, itemEntry);
trans->Append(stmt2);
// Add string statements (use sparingly)
trans->Append("UPDATE playerbot_stats SET login_count = login_count + 1");
```
**Commit transaction:**
```cpp
// Synchronous commit (blocks until complete)
CharacterDatabase.DirectCommitTransaction(trans);
// Asynchronous commit (non-blocking)
CharacterDatabase.AsyncCommitTransaction(trans)
.WithCallback([](bool success) {
if (success) {
// Transaction committed
} else {
// Transaction rolled back (error occurred)
}
});
```
**Transaction properties:**
- **Atomic**: All statements succeed or all fail
- **Auto-rollback**: If any statement fails, entire transaction reverts
- **Thread-safe**: Can be built on any thread, committed on any thread
### 4.5 Database Schema for Bots
**Recommended tables:**
```sql
-- Bot persistent data
CREATE TABLE playerbot_data (
guid INT UNSIGNED NOT NULL PRIMARY KEY,
owner_guid INT UNSIGNED NOT NULL,
ai_state TINYINT UNSIGNED NOT NULL DEFAULT 0,
last_teleport_time INT UNSIGNED NOT NULL DEFAULT 0,
INDEX idx_owner (owner_guid)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4;
-- Bot equipment (separate table for normalization)
CREATE TABLE playerbot_equipment (
bot_guid INT UNSIGNED NOT NULL,
slot TINYINT UNSIGNED NOT NULL,
item_entry INT UNSIGNED NOT NULL,
PRIMARY KEY (bot_guid, slot),
FOREIGN KEY (bot_guid) REFERENCES characters(guid) ON DELETE CASCADE
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4;
-- Bot behaviors (state machine)
CREATE TABLE playerbot_behaviors (
bot_guid INT UNSIGNED NOT NULL,
behavior_type TINYINT UNSIGNED NOT NULL,
priority TINYINT UNSIGNED NOT NULL,
enabled TINYINT(1) NOT NULL DEFAULT 1,
config TEXT,
PRIMARY KEY (bot_guid, behavior_type),
FOREIGN KEY (bot_guid) REFERENCES characters(guid) ON DELETE CASCADE
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4;
```
### 4.6 Performance Characteristics
| Operation | Latency | Use Case |
|-----------|---------|----------|
| Sync Query | 1-50ms | Init, critical data |
| Async Query | Non-blocking | Runtime loading |
| Prepared Statement | 50-80% faster | Repeated queries |
| Transaction (small) | 5-20ms | Atomic updates |
| Transaction (large) | 50-500ms | Batch operations |
**Connection pool size:**
- Async threads: 2-4 (configured at startup)
- Sync threads: 1-2 (one per database)
**Query optimization:**
```cpp
// BAD: N+1 query problem
for (uint32 botGuid : botGuids) {
QueryResult result = CharacterDatabase.PQuery(
"SELECT * FROM playerbot_data WHERE guid = {}", botGuid
);
// Process one bot
}
// Total: 1000 bots = 1000 queries = 10-50 seconds
// GOOD: Single query with IN clause
std::ostringstream guidList;
for (size_t i = 0; i < botGuids.size(); ++i) {
if (i > 0) guidList << ",";
guidList << botGuids[i];
}
QueryResult result = CharacterDatabase.PQuery(
"SELECT * FROM playerbot_data WHERE guid IN ({})", guidList.str()
);
// Total: 1000 bots = 1 query = 10-50ms
```
### 4.7 Thread Safety
**Safe Operations:**
- `Query()` / `AsyncQuery()` - Thread-safe
- `BeginTransaction()` - Thread-safe
- `GetPreparedStatement()` - Thread-safe (creates new object)
**Unsafe Operations:**
- Sharing PreparedStatement* across threads - Each thread needs its own
- Accessing QueryResult from multiple threads - NOT thread-safe
**Best Practice:**
```cpp
// WRONG - Sharing prepared statement
PreparedStatement* sharedStmt = CharacterDatabase.GetPreparedStatement(PLAYERBOT_SEL_BOT_DATA);
std::thread t1([sharedStmt]() { /* USE */ });
std::thread t2([sharedStmt]() { /* USE */ }); // Race condition!
// CORRECT - Each thread gets own statement
std::thread t1([]() {
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(PLAYERBOT_SEL_BOT_DATA);
// Use stmt
});
std::thread t2([]() {
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(PLAYERBOT_SEL_BOT_DATA);
// Use stmt
});
```
---
## 5. DBC/DB2 Data Stores
### 5.1 Overview
**File:** `C:\TrinityBots\TrinityCore\src\server\game\DataStores\DB2Stores.h`
DBC (Database Client) and DB2 (Database 2.0) files contain static game data compiled into the client. TrinityCore loads these into memory for fast access.
### 5.2 Available Data Stores
**Spell Data:**
```cpp
extern DB2Storage<SpellNameEntry> sSpellNameStore;
extern DB2Storage<SpellRangeEntry> sSpellRangeStore;
extern DB2Storage<SpellDurationEntry> sSpellDurationStore;
extern DB2Storage<SpellCastTimesEntry> sSpellCastTimesStore;
extern DB2Storage<SpellCooldownsEntry> sSpellCooldownsStore;
extern DB2Storage<SpellPowerEntry> sSpellPowerStore;
extern DB2Storage<SpellEffectEntry> sSpellEffectStore;
```
**Character Data:**
```cpp
extern DB2Storage<ChrClassesEntry> sChrClassesStore;
extern DB2Storage<ChrRacesEntry> sChrRacesStore;
extern DB2Storage<ChrSpecializationEntry> sChrSpecializationStore;
extern DB2Storage<TalentEntry> sTalentStore;
```
**World Data:**
```cpp
extern DB2Storage<MapEntry> sMapStore;
extern DB2Storage<AreaTableEntry> sAreaTableStore;
extern DB2Storage<FactionEntry> sFactionStore;
extern DB2Storage<FactionTemplateEntry> sFactionTemplateStore;
```
**Item Data:**
```cpp
extern DB2Storage<ItemEntry> sItemStore;
extern DB2Storage<ItemSparseEntry> sItemSparseStore;
extern DB2Storage<ItemEffectEntry> sItemEffectStore;
```
### 5.3 DB2Manager Singleton
**Access:**
```cpp
#define sDB2Manager DB2Manager::Instance()
```
**Common Methods:**
```cpp
class DB2Manager {
public:
// Spell queries
SpellInfo const* GetSpellInfo(uint32 spellId) const;
SpellRangeEntry const* GetSpellRangeEntry(uint32 spellId) const;
// Character queries
static char const* GetChrClassName(uint8 class_, LocaleConstant locale = DEFAULT_LOCALE);
static char const* GetChrRaceName(uint8 race, LocaleConstant locale = DEFAULT_LOCALE);
ChrSpecializationEntry const* GetChrSpecializationByIndex(uint32 class_, uint32 index) const;
// Map queries
static LFGDungeonsEntry const* GetLfgDungeon(uint32 mapId, Difficulty difficulty);
MapDifficultyEntry const* GetMapDifficultyData(uint32 mapId, Difficulty difficulty) const;
// Faction queries
std::vector<uint32> const* GetFactionTeamList(uint32 faction) const;
// Item queries
ItemModifiedAppearanceEntry const* GetItemModifiedAppearance(uint32 itemId, uint32 appearanceModId) const;
// Curve calculations (scaling)
float GetCurveValueAt(uint32 curveId, float x) const;
// Content tuning (level scaling)
Optional<ContentTuningLevels> GetContentTuningData(uint32 contentTuningId, uint32 redirectFlag, bool forItem = false) const;
};
```
### 5.4 Spell Information
**SpellInfo - Most Important for Bots:**
```cpp
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
return; // Invalid spell
// Range information
float minRange = spellInfo->GetMinRange(true); // positive = friendly
float maxRange = spellInfo->GetMaxRange(true); // positive = friendly
// Cast time
uint32 castTime = spellInfo->CalcCastTime();
// Cooldown
uint32 cooldown = spellInfo->RecoveryTime;
uint32 categoryCooldown = spellInfo->CategoryRecoveryTime;
// Power cost
int32 manaCost = spellInfo->CalcPowerCost(caster, spellInfo->GetSchoolMask());
// Is instant cast?
bool isInstant = spellInfo->IsInstant();
// Requires target?
bool needsTarget = spellInfo->IsTargetingArea() ||
spellInfo->GetExplicitTargetMask() != 0;
// Damage spell?
bool isDamageSpell = spellInfo->HasEffect(SPELL_EFFECT_SCHOOL_DAMAGE) ||
spellInfo->HasEffect(SPELL_EFFECT_WEAPON_DAMAGE);
// Healing spell?
bool isHealSpell = spellInfo->HasEffect(SPELL_EFFECT_HEAL) ||
spellInfo->HasEffect(SPELL_EFFECT_HEAL_PCT);
```
**Usage Example:**
```cpp
// Determine optimal casting range
uint32 spellId = 133; // Fireball
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
float optimalRange = spellInfo->GetMaxRange(false) * 0.9f; // 90% of max range
if (bot->GetDistance(target) > optimalRange) {
// Move closer
bot->GetMotionMaster()->MoveChase(target, ChaseRange(optimalRange - 5.0f, optimalRange));
} else {
// In range, cast
bot->CastSpell(target, spellId);
}
```
### 5.5 Class & Spec Information
```cpp
// Get class name
std::string className = sDB2Manager->GetChrClassName(bot->GetClass());
// Get specialization
uint8 specIndex = 0; // First spec
ChrSpecializationEntry const* spec = sDB2Manager->GetChrSpecializationByIndex(
bot->GetClass(),
specIndex
);
if (spec) {
// spec->ID - Spec ID
// spec->Flags - Spec flags
// spec->Role - Tank/Healer/DPS
switch (spec->Role) {
case CHR_SPEC_ROLE_TANK:
// Tank behavior
break;
case CHR_SPEC_ROLE_HEALER:
// Healer behavior
break;
case CHR_SPEC_ROLE_DPS:
// DPS behavior
break;
}
}
```
### 5.6 Map & Zone Information
```cpp
// Get current map info
uint32 mapId = bot->GetMapId();
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
if (mapEntry) {
// mapEntry->MapType - Instance type
// mapEntry->InstanceType - Raid/Dungeon/Scenario
// mapEntry->Flags - Various flags
if (mapEntry->IsDungeon()) {
// Dungeon-specific bot behavior
} else if (mapEntry->IsRaid()) {
// Raid-specific bot behavior
}
}
// Get area/zone info
uint32 zoneId, areaId;
bot->GetZoneAndAreaId(zoneId, areaId);
AreaTableEntry const* area = sAreaTableStore.LookupEntry(areaId);
if (area) {
// area->AreaName - Zone name
// area->Flags - PvP/Sanctuary/etc.
if (area->GetFlags().HasFlag(AREA_FLAG_ARENA)) {
// Arena-specific behavior
}
}
```
### 5.7 Faction Information
```cpp
// Get faction for target
Unit* target = bot->GetSelectedUnit();
if (!target)
return;
FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(
target->GetFaction()
);
if (!factionTemplate)
return;
// Check hostility
if (bot->IsHostileTo(target)) {
// Enemy - attack
} else if (bot->IsFriendlyTo(target)) {
// Friendly - buff/heal
}
// Get faction reputation
FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->Faction);
if (faction) {
ReputationRank rank = bot->GetReputationMgr().GetRank(faction);
if (rank >= REP_EXALTED) {
// Exalted - special rewards available
}
}
```
### 5.8 Performance Characteristics
| Operation | Complexity | Cache | Notes |
|-----------|-----------|-------|-------|
| DBC store lookup | O(1) | In-memory | Hash table lookup |
| sDB2Manager methods | O(1) - O(log n) | Varies | Most are O(1) |
| Spell range calc | O(1) | - | Simple arithmetic |
| Class name lookup | O(1) | Static array | Very fast |
**Memory Usage:**
- All DBC/DB2 data: ~500MB - 1GB (loaded at startup)
- Stays in memory entire server lifetime
- Read-only after initialization
### 5.9 Thread Safety
**ALL DBC/DB2 access is thread-safe** - Data is immutable after loading.
**Safe from any thread:**
- All `sXXXStore.LookupEntry()`
- All `sDB2Manager` methods
- SpellInfo queries
- Map/Zone queries
**No synchronization needed** for read-only DBC access.
---
## 6. Combat & Spell System
### 6.1 ThreatManager API
**File:** `C:\TrinityBots\TrinityCore\src\server\game\Combat\ThreatManager.h`
#### 6.1.1 Threat Query Methods
```cpp
class ThreatManager {
public:
Unit* GetOwner() const; // Never nullptr
Unit* GetCurrentVictim(); // Current tank target
Unit* GetLastVictim() const; // Previous victim
Unit* GetAnyTarget() const; // Any non-offline target
bool IsThreatListEmpty(bool includeOffline = false) const;
bool IsThreatenedBy(Unit const* who, bool includeOffline = false) const;
float GetThreat(Unit const* who, bool includeOffline = false) const;
size_t GetThreatListSize() const;
// Iterate threat list
Trinity::IteratorPair<ThreatListIterator, std::nullptr_t> GetSortedThreatList() const;
Trinity::IteratorPair<ThreatListIterator, std::nullptr_t> GetUnsortedThreatList() const;
};
```
**Usage Example:**
```cpp
// Tank: Check current target
Creature* boss = GetBoss();
Unit* currentTarget = boss->GetThreatManager().GetCurrentVictim();
if (currentTarget != tank) {
// Tank lost aggro - emergency taunt
tank->CastSpell(boss, SPELL_TAUNT);
}
// Check threat on specific target
float botThreat = boss->GetThreatManager().GetThreat(bot);
if (botThreat > 0.0f) {
// Bot has threat - reduce DPS or use threat drop
}
// Iterate threat list (highest to lowest)
for (auto itr = boss->GetThreatManager().GetSortedThreatList().begin();
itr != boss->GetThreatManager().GetSortedThreatList().end(); ++itr) {
ThreatReference const* ref = *itr;
Unit* unit = ref->GetVictim();
float threat = ref->GetThreat();
// Process each target by threat
}
```
#### 6.1.2 Threat Modification
```cpp
void AddThreat(Unit* target, float amount, SpellInfo const* spell = nullptr,
bool ignoreModifiers = false, bool ignoreRedirects = false);
void ScaleThreat(Unit* target, float factor);
void ModifyThreatByPercent(Unit* target, int32 percent);
void ResetThreat(Unit* target);
void ClearThreat(Unit* target);
void ClearAllThreat();
```
**Usage Example:**
```cpp
// Tank: Generate extra threat
Unit* target = tank->GetTarget();
if (target && target->GetTypeId() == TYPEID_UNIT) {
Creature* creature = target->ToCreature();
creature->GetThreatManager().AddThreat(tank, 1000.0f);
}
// DPS: Threat dump spell
if (bot->GetThreatManager().IsThreateningTo(boss)) {
float currentThreat = boss->GetThreatManager().GetThreat(bot);
if (currentThreat > dangerThreshold) {
// Use threat reduction ability
bot->CastSpell(bot, SPELL_FEIGN_DEATH);
boss->GetThreatManager().ResetThreat(bot);
}
}
// Wipe threat on evade
boss->GetThreatManager().ClearAllThreat();
```
#### 6.1.3 Threat Reference
```cpp
class ThreatReference {
public:
Creature* GetOwner() const; // Creature with threat list
Unit* GetVictim() const; // Target on threat list
float GetThreat() const; // Current threat amount
enum OnlineState {
ONLINE_STATE_ONLINE = 2, // Valid target
ONLINE_STATE_SUPPRESSED = 1, // CC'd/Immune (can target if no ONLINE)
ONLINE_STATE_OFFLINE = 0 // Invalid (GM/dead/etc.)
};
OnlineState GetOnlineState() const;
bool IsOnline() const;
bool IsAvailable() const; // ONLINE or SUPPRESSED
bool IsOffline() const;
bool IsTaunting() const; // Under taunt effect
bool IsDetaunted() const; // Under detaunt effect
};
```
**Usage Example:**
```cpp
// Find highest non-CC'd threat target
Unit* bestTarget = nullptr;
float highestThreat = 0.0f;
for (auto itr = boss->GetThreatManager().GetSortedThreatList().begin();
itr != boss->GetThreatManager().GetSortedThreatList().end(); ++itr) {
ThreatReference const* ref = *itr;
if (ref->IsOnline() && !ref->IsTaunting()) {
bestTarget = ref->GetVictim();
highestThreat = ref->GetThreat();
break; // Sorted list - first valid is highest
}
}
```
### 6.2 SpellInfo API
**Most useful methods for bot spell selection:**
```cpp
class SpellInfo {
public:
uint32 Id; // Spell ID
SpellNameEntry const* SpellName; // Spell name
// Range
float GetMinRange(bool positive = false) const;
float GetMaxRange(bool positive = false) const;
// Cast time
uint32 CalcCastTime(WorldObject const* caster = nullptr, Spell* spell = nullptr) const;
bool IsInstant() const;
// Power cost
int32 CalcPowerCost(WorldObject const* caster, SpellSchoolMask schoolMask) const;
// Cooldown
uint32 RecoveryTime;
uint32 CategoryRecoveryTime;
uint32 StartRecoveryTime;
// School
SpellSchoolMask GetSchoolMask() const;
// Effects
bool HasEffect(SpellEffectName effect) const;
bool HasAura(AuraType aura) const;
bool IsTargetingArea() const;
// Attributes
bool IsPassive() const;
bool IsAutoRepeatRangedSpell() const;
bool IsChanneled() const;
bool NeedsExplicitUnitTarget() const;
// Spell type checks
bool IsPositive() const;
bool IsPositiveEffect(SpellEffIndex effIndex) const;
bool IsHealingSpell() const;
bool IsDamageSpell() const;
};
```
**Usage Example - Spell Selection:**
```cpp
// Find best healing spell for target
uint32 SelectHealSpell(Unit* target) {
uint32 bestSpell = 0;
float healthDeficit = target->GetMaxHealth() - target->GetHealth();
float healthPct = target->GetHealthPct();
// Emergency heal (< 30% HP)
if (healthPct < 30.0f) {
bestSpell = SPELL_FLASH_HEAL;
}
// Large heal needed
else if (healthDeficit > 5000.0f) {
bestSpell = SPELL_GREATER_HEAL;
}
// Efficient heal
else {
bestSpell = SPELL_HEAL;
}
// Verify spell is usable
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(bestSpell);
if (!spellInfo)
return 0;
// Check mana
int32 manaCost = spellInfo->CalcPowerCost(bot, spellInfo->GetSchoolMask());
if (bot->GetPower(POWER_MANA) < manaCost)
return 0; // Not enough mana
// Check range
float dist = bot->GetDistance(target);
if (dist > spellInfo->GetMaxRange(true)) // true = friendly spell
return 0; // Out of range
// Check cooldown
if (bot->GetSpellHistory()->HasCooldown(bestSpell))
return 0; // On cooldown
return bestSpell;
}
```
**Usage Example - Combat Range:**
```cpp
// Calculate optimal combat distance per class
float CalculateOptimalRange(Player* bot, Unit* target) {
// Get bot's primary damage spell
uint32 primarySpell = GetPrimaryDamageSpell(bot);
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(primarySpell);
if (!spellInfo)
return 5.0f; // Default melee range
// Melee class
if (spellInfo->GetMaxRange(false) < 10.0f) {
return 5.0f; // Melee range
}
// Ranged class - use 80% of max range
float maxRange = spellInfo->GetMaxRange(false);
return maxRange * 0.8f;
}
// Use in combat movement
float optimalRange = CalculateOptimalRange(bot, target);
bot->GetMotionMaster()->MoveChase(target, ChaseRange(optimalRange - 5.0f, optimalRange));
```
### 6.3 Spell Casting
**Basic spell cast:**
```cpp
SpellCastResult CastSpell(Unit* victim, uint32 spellId,
CastSpellExtraArgs const& args = {});
SpellCastResult CastSpell(SpellCastTargets const& targets,
SpellInfo const* spellInfo,
CastSpellExtraArgs const& args = {});
```
**Usage Example:**
```cpp
// Simple spell cast
bot->CastSpell(target, SPELL_FIREBALL);
// With extra args
CastSpellExtraArgs args;
args.TriggerFlags = TRIGGERED_IGNORE_GCD; // Ignore GCD
bot->CastSpell(target, SPELL_INSTANT_PROC, args);
// Check if cast succeeded
SpellCastResult result = bot->CastSpell(target, SPELL_POLYMORPH);
switch (result) {
case SPELL_CAST_OK:
// Cast started successfully
break;
case SPELL_FAILED_OUT_OF_RANGE:
// Move closer
break;
case SPELL_FAILED_NOT_READY:
// On cooldown
break;
case SPELL_FAILED_NO_POWER:
// Not enough mana
break;
default:
// Other error
break;
}
```
### 6.4 Combat State
**Check combat state:**
```cpp
bool IsInCombat() const;
bool IsInCombatWith(Unit const* who) const;
void CombatStart(Unit* target, bool initialAggro = true);
void CombatStop(bool includingCast = false);
```
**Usage Example:**
```cpp
// Check if bot should engage
if (!bot->IsInCombat() && ShouldAttack(target)) {
bot->CombatStart(target);
bot->GetMotionMaster()->MoveChase(target, optimalRange);
}
// Exit combat
if (ShouldEvade()) {
bot->CombatStop(true); // true = interrupt current cast
bot->GetMotionMaster()->MoveTargetedHome();
}
```
---
## 7. Integration Recommendations
### 7.1 Movement System Integration
**Remove manual deduplication:**
```cpp
// BEFORE (in LeaderFollowBehavior.cpp)
if (_bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FOLLOW_MOTION_TYPE) {
return; // Already following
}
_bot->GetMotionMaster()->MoveFollow(leader, dist);
// AFTER (correct)
_bot->GetMotionMaster()->MoveFollow(leader, dist);
// MotionMaster handles deduplication internally
```
**Use GetCurrentMovementGeneratorType for state checks:**
```cpp
// Check movement state
bool IsFollowingLeader() const {
return _bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FOLLOW_MOTION_TYPE;
}
bool IsChasing() const {
return _bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE;
}
```
### 7.2 Group Event Integration
**Use GroupScript hooks:**
```cpp
// In src/modules/Playerbot/Hooks/BotGroupHook.cpp
class BotGroupHook : public GroupScript {
public:
BotGroupHook() : GroupScript("BotGroupHook") { }
void OnAddMember(Group* group, ObjectGuid guid) override {
Player* player = ObjectAccessor::FindPlayer(guid);
if (!player || !IsBotPlayer(player))
return;
// Bot joined group - start following
Player* leader = ObjectAccessor::FindPlayer(group->GetLeaderGUID());
if (leader && leader != player) {
player->GetMotionMaster()->MoveFollow(leader, 5.0f);
}
}
void OnChangeLeader(Group* group, ObjectGuid newLeaderGuid,
ObjectGuid oldLeaderGuid) override {
// Update all bots to follow new leader
Player* newLeader = ObjectAccessor::FindPlayer(newLeaderGuid);
if (!newLeader)
return;
for (GroupReference const& ref : group->GetMembers()) {
Player* member = ref.GetSource();
if (IsBotPlayer(member) && member != newLeader) {
member->GetMotionMaster()->MoveFollow(newLeader, 5.0f);
}
}
}
};
```
### 7.3 Database Integration
**Use async queries for runtime loading:**
```cpp
// Load bot data asynchronously
void LoadBotData(uint32 botGuid) {
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(PLAYERBOT_SEL_BOT_DATA);
stmt->SetData(0, botGuid);
CharacterDatabase.AsyncQuery(stmt)
.WithCallback([botGuid](QueryResult result) {
if (!result)
return;
Field* fields = result->Fetch();
// Process bot data
BotMgr::RegisterBot(botGuid, fields);
});
}
```
**Use transactions for atomic updates:**
```cpp
// Save bot state atomically
void SaveBotState(Player* bot) {
SQLTransaction trans = CharacterDatabase.BeginTransaction();
// Update position
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(PLAYERBOT_UPD_POSITION);
stmt->SetData(0, bot->GetMapId());
stmt->SetData(1, bot->GetPositionX());
stmt->SetData(2, bot->GetPositionY());
stmt->SetData(3, bot->GetPositionZ());
stmt->SetData(4, bot->GetGUID());
trans->Append(stmt);
// Update state
stmt = CharacterDatabase.GetPreparedStatement(PLAYERBOT_UPD_STATE);
stmt->SetData(0, GetAIState());
stmt->SetData(1, bot->GetGUID());
trans->Append(stmt);
// Commit asynchronously
CharacterDatabase.AsyncCommitTransaction(trans);
}
```
### 7.4 Spell System Integration
**Use SpellInfo for decision making:**
```cpp
// Intelligent spell selection
uint32 SelectBestSpell(Player* bot, Unit* target) {
std::vector<uint32> availableSpells = GetAvailableSpells(bot);
float bestScore = 0.0f;
uint32 bestSpell = 0;
for (uint32 spellId : availableSpells) {
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
continue;
// Check usability
if (bot->GetSpellHistory()->HasCooldown(spellId))
continue;
int32 manaCost = spellInfo->CalcPowerCost(bot, spellInfo->GetSchoolMask());
if (bot->GetPower(POWER_MANA) < manaCost)
continue;
float dist = bot->GetDistance(target);
if (dist > spellInfo->GetMaxRange(false))
continue;
// Score spell
float score = CalculateSpellScore(spellInfo, target);
if (score > bestScore) {
bestScore = score;
bestSpell = spellId;
}
}
return bestSpell;
}
```
### 7.5 Performance Optimization
**Batch database operations:**
```cpp
// Load all bot data in one query
void LoadAllBotData(std::vector<uint32> const& botGuids) {
if (botGuids.empty())
return;
// Build IN clause
std::ostringstream ss;
ss << "SELECT guid, owner, ai_state FROM playerbot_data WHERE guid IN (";
for (size_t i = 0; i < botGuids.size(); ++i) {
if (i > 0) ss << ",";
ss << botGuids[i];
}
ss << ")";
// Single async query
CharacterDatabase.AsyncQuery(ss.str().c_str())
.WithCallback([](QueryResult result) {
if (!result)
return;
do {
Field* fields = result->Fetch();
uint32 guid = fields[0].Get<uint32>();
uint32 owner = fields[1].Get<uint32>();
uint8 state = fields[2].Get<uint8>();
BotMgr::RegisterBot(guid, owner, state);
} while (result->NextRow());
});
}
```
**Use DBC for static data:**
```cpp
// Cache spell ranges at initialization
struct SpellRangeCache {
float minRange;
float maxRange;
};
std::unordered_map<uint32, SpellRangeCache> _spellRangeCache;
void InitializeSpellRangeCache() {
for (uint32 spellId : GetBotSpells()) {
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
continue;
_spellRangeCache[spellId] = {
spellInfo->GetMinRange(false),
spellInfo->GetMaxRange(false)
};
}
}
// Fast range check
bool IsInSpellRange(uint32 spellId, float distance) const {
auto itr = _spellRangeCache.find(spellId);
if (itr == _spellRangeCache.end())
return false;
return distance >= itr->second.minRange &&
distance <= itr->second.maxRange;
}
```
---
## Appendix A: File Locations Reference
| API Category | Primary File | Path |
|-------------|--------------|------|
| MotionMaster | MotionMaster.h | `src/server/game/Movement/MotionMaster.h` |
| MovementGenerator | MovementGenerator.h | `src/server/game/Movement/MovementGenerator.h` |
| MovementDefines | MovementDefines.h | `src/server/game/Movement/MovementDefines.h` |
| Group | Group.h | `src/server/game/Groups/Group.h` |
| Group.cpp | Group.cpp | `src/server/game/Groups/Group.cpp` |
| ScriptMgr | ScriptMgr.h | `src/server/game/Scripting/ScriptMgr.h` |
| ThreatManager | ThreatManager.h | `src/server/game/Combat/ThreatManager.h` |
| SpellInfo | SpellInfo.h | `src/server/game/Spells/SpellInfo.h` |
| Spell | Spell.h | `src/server/game/Spells/Spell.h` |
| DB2Stores | DB2Stores.h | `src/server/game/DataStores/DB2Stores.h` |
| DatabaseWorkerPool | DatabaseWorkerPool.h | `src/server/database/Database/DatabaseWorkerPool.h` |
| Player | Player.h | `src/server/game/Entities/Player/Player.h` |
| Unit | Unit.h | `src/server/game/Entities/Unit/Unit.h` |
---
## Appendix B: Common Integration Patterns
### Pattern 1: Bot Initialization Hook
```cpp
// In PlayerEventHooks.cpp
void OnLogin(Player* player, bool firstLogin) override {
if (!IsBotAccount(player->GetSession()->GetAccountId()))
return;
// Initialize bot AI
BotAI* ai = new BotAI(player);
player->SetBotAI(ai);
// Load bot configuration
BotConfig::Load(player);
// If in group, start following
if (Group* group = player->GetGroup()) {
Player* leader = ObjectAccessor::FindPlayer(group->GetLeaderGUID());
if (leader && leader != player) {
player->GetMotionMaster()->MoveFollow(leader, 5.0f);
}
}
}
```
### Pattern 2: Group-Based Movement
```cpp
// In BotGroupMgr.cpp
void UpdateGroupMovement(Group* group) {
Player* leader = ObjectAccessor::FindPlayer(group->GetLeaderGUID());
if (!leader)
return;
for (GroupReference const& ref : group->GetMembers()) {
Player* member = ref.GetSource();
if (!IsBotPlayer(member) || member == leader)
continue;
// Calculate formation position
float dist = CalculateFollowDistance(member);
ChaseAngle angle = CalculateFormationAngle(member, group);
// Update movement (no deduplication needed)
member->GetMotionMaster()->MoveFollow(leader, dist, angle);
}
}
```
### Pattern 3: Combat Spell Rotation
```cpp
// In CombatAI.cpp
void UpdateCombat(uint32 diff) {
Unit* target = _bot->GetTarget();
if (!target)
return;
// Move to optimal range
float optimalRange = CalculateOptimalRange(_bot, target);
float currentDist = _bot->GetDistance(target);
if (std::abs(currentDist - optimalRange) > 2.0f) {
_bot->GetMotionMaster()->MoveChase(target,
ChaseRange(optimalRange - 2.0f, optimalRange + 2.0f));
}
// Select and cast spell
if (!_bot->HasUnitState(UNIT_STATE_CASTING)) {
uint32 spellId = SelectBestSpell(_bot, target);
if (spellId) {
_bot->CastSpell(target, spellId);
}
}
}
```
---
## Document Revision History
| Version | Date | Changes |
|---------|------|---------|
| 1.0 | 2025-10-08 | Initial comprehensive analysis |
---
**End of Document**