Commit Graph
3372 Commits
Author SHA1 Message Date
luis 51b67f6ee0 Playerhousing misc 2026-02-15 16:07:09 -03:00
luis d58362f3a2 Core playerhousing Most complete need change opcode status later 2026-02-15 11:11:11 -03:00
luis d95f86d2df fix sql char table 2026-02-12 21:53:42 -03:00
luis 92feff8094 Initial playerhousing work 2026-02-12 20:28:27 -03:00
Shauren 54c0cebeee Core: Updated to 12.0.1
Signed-off-by: luis <[email protected]>
2026-02-12 20:22:00 -03:00
luis c9b1dc2764 Remove to add full system 2026-02-12 20:12:49 -03:00
agathoandClaude Opus 4.6 ce86384926 Gossip/Vendor: Fix Sell All Junk by deferring vendor inventory to second round-trip
The client's IsSellAllJunkEnabled requires PlayerInteractionManager+48 to be
set to Merchant(5). NIOR(Merchant) case 5 queues a UI event that sets this
field, but it does not set it synchronously during packet processing. When
VendorInventory was sent in the same flush as NIOR, MerchantFrame opened
before the event fired, so PIM+48 was not yet 5 and IsSellAllJunkEnabled
returned false.

Fix: On gossip vendor click, send only NIOR(Merchant) and start the
interaction. The client event handler sets PIM+48, opens MerchantFrame,
which then sends CMSG_LIST_INVENTORY to fetch vendor data in a second
round-trip. Also handle direct CMSG_LIST_INVENTORY (non-gossip vendors)
by sending NIOR first if the interaction is not yet started.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-12 20:11:53 -03:00
agathoandClaude Opus 4.6 50be1cc73f Gossip: Send NPCInteractionOpenResult(Merchant) before vendor inventory
Send SMSG_NPC_INTERACTION_OPEN_RESULT with PlayerInteractionType::Merchant
from the gossip handler instead of from SendListInventory. This sets PIM+48
to the value the client expects for IsSellAllJunkEnabled() without causing
an infinite CMSG_LIST_INVENTORY loop (the client's MerchantFrame OnShow
re-requests the item list, which would re-trigger NIOR if placed inside
SendListInventory).

Also closes the gossip dialog before opening the vendor frame, matching
the PetitionVendor pattern.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-12 20:10:49 -03:00
agathoandClaude Opus 4.6 697cffb0a3 Playerbot/Movement: Add road network pathfinding system
Adds the source code for the road network navigation system:
- RoadNetworkManager: Loads and manages road graph data per map
- RoadGraphPathfinder: A* pathfinding on the road graph with
  spatial index acceleration for nearest-node lookups
- RoadSpatialIndex: Grid-based spatial index for fast node queries
- RoadNetworkTypes: Shared type definitions (nodes, edges, paths)

Companion to 41e62e15a4 which added the road network data files.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 21:08:04 -03:00
luis bdd3e31d15 Revert "Fix bot library"
This reverts commit 59972dcbbf.
2026-02-11 21:07:50 -03:00
luis 0c8542a77d Housing initial work 2026-02-11 21:06:37 -03:00
luis 59972dcbbf Fix bot library 2026-02-11 20:42:56 -03:00
agathoandClaude Opus 4.6 8b75ac1a33 Playerbot/Movement: Add road network data for bot pathfinding (337 maps)
Pre-generated road graph data extracted from WoW map ADT terrain
textures. Contains 337 .roadnet binary files covering all maps with
road infrastructure (Eastern Kingdoms, Kalimdor, Draenor, Broken
Isles, etc.).

## Install Instructions

1. Extract `src/modules/Playerbot/conf/roads.zip` into a `roads/`
   folder in your worldserver working directory (same location as
   `maps/`, `vmaps/`, `mmaps/`, `dbc/`, `gt/`):

       cd <server-directory>
       unzip roads.zip -d roads/

   On Windows (PowerShell):

       Expand-Archive -Path roads.zip -DestinationPath roads\

2. Verify the folder contains 337 `.roadnet` files (e.g. 0000.roadnet,
   0001.roadnet, ...).

3. Start worldserver. Confirm loading in the log:

       RoadNetworkManager: Initializing from 'roads'
       RoadNetworkManager: Loaded 337 maps (X nodes, Y edges)

4. If using a custom data directory, set the absolute path in
   playerbots.conf:

       Playerbot.RoadNetwork.DataPath = "C:/path/to/roads"

## Configuration (playerbots.conf)

    Playerbot.RoadNetwork.Enable = true        (default)
    Playerbot.RoadNetwork.DataPath = "roads"   (default, relative to CWD)
    Playerbot.RoadNetwork.MinDistance = 200     (yards, below this use direct navmesh)
    Playerbot.RoadNetwork.MaxDetourRatio = 1.5  (max road/direct distance ratio)
    Playerbot.RoadNetwork.MaxEntryDistance = 200 (max yards to nearest road node)

## Data Summary

    Archive: 3.2 MB (12 MB uncompressed)
    Files:   337 .roadnet binary files
    Format:  RNET v1 (header + nodes + edges + shape points + adjacency)
    Largest: Map 0 (Eastern Kingdoms) - 16,585 nodes, 13,037 edges

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 20:36:36 -03:00
luis 6b51f93585 Fixed db errors and spell procs wrong 2026-02-11 20:31:00 -03:00
Shauren f1d6cdf3d9 Core/Units: Fix crashes caused by spirit being brought back into existence in 12.0.0
Signed-off-by: luis <[email protected]>
2026-02-11 20:19:44 -03:00
Shauren 2e8a8df234 Core/Movement: Improve Turning spline handling
Signed-off-by: luis <[email protected]>
2026-02-11 20:19:09 -03:00
Shauren 12484c7f5d Core/Misc: Fix build with gcc 12
Signed-off-by: luis <[email protected]>
2026-02-11 20:18:08 -03:00
Shauren a1f8425939 Core/Misc: Fix MovementFlags3 log in MovementInfo::OutDebug
Signed-off-by: luis <[email protected]>
2026-02-11 20:17:43 -03:00
Naddley b6122b0ee8 DB/Stormwind: Update Wizards Sanctum
Signed-off-by: luis <[email protected]>
2026-02-11 20:16:37 -03:00
Aqua Deus 60897cca6a Core/Auras: Implement SPELL_AURA_CONVERT_CRIT_RATING_PCT_TO_PARRY_RATING (#31531)
Signed-off-by: luis <[email protected]>
2026-02-11 20:15:17 -03:00
Naddley 47fd89caec DB/Stormwind: Added creature spawns for Quest: "Avoiding Blame"
Signed-off-by: luis <[email protected]>
2026-02-11 20:14:44 -03:00
Shauren de506923d0 Core/Transports: Fix transport model rotation
Signed-off-by: luis <[email protected]>
2026-02-11 20:14:07 -03:00
Shauren 7290703c86 Core/Vmaps: Fix mismatched new and delete operators in BIH::build
Signed-off-by: luis <[email protected]>
2026-02-11 20:11:52 -03:00
luis 5528a23dd7 Core/Items: Implement CMSG_SELL_ALL_JUNK_ITEMS handler 2026-02-11 20:10:05 -03:00
luis 190dd2a3c3 Core/Items: Implement CMSG_SET_INSERT_ITEMS_LEFT_TO_RIGHT handler 2026-02-11 20:07:06 -03:00
luis 83ee5e3af0 rework 2026-02-11 19:55:00 -03:00
agathoandClaude Opus 4.6 03602eb6d1 fix(bg): Fix BotActionProcessor GUID lookup + add BG overpopulation trim
BotActionProcessor::GetBot() used ObjectAccessor::GetPlayer(nullptr, guid)
which compares player->GetMap() == nullptr — always false for bots on BG
maps. This caused 100% action failure rate (39/39 failed). All deferred
actions (orb pickup, flag capture, node interaction) were silently dropped.

Fix: Use ObjectAccessor::FindPlayer(guid) which does a global lookup
without map comparison.

Also adds TrimExcessBotsLocked() to detect and remove excess bots when
teams are overpopulated, called from both PopulateBattlegroundLocked()
and ProcessPendingPopulations().

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:49:37 -03:00
agathoandClaude Opus 4.6 055b2dd985 fix(travel): Eliminate terrain loading from PortalDatabase init entirely
Replace TerrainMgr::GetZoneId() calls with direct reads from the
gameobject table's zoneId/areaId columns. This avoids loading 62+ map
terrain trees (with recursive child maps, grid file I/O, and VMap/MMap
load/unload cycles) during startup.

destinationZoneId is unused by any consumer — the travel route planner
already uses exact destinationPosition coordinates for distance-based
routing, which is strictly more precise than zone-level comparison.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:49:03 -03:00
agathoandClaude Opus 4.6 b8f545a467 feat(currency): Implement CMSG_SET_CURRENCY_FLAGS handler
Implements the previously unhandled CMSG_SET_CURRENCY_FLAGS opcode, which
allows players to toggle per-currency display preferences (e.g. "Show on
Backpack"). Wire format decoded from IDA disassembly of WoW 12.x client:
{ uint32 CurrencyID; uint8 Flags; }

Changes:
- Add SetCurrencyFlags ClientPacket class (MiscPackets.h/cpp)
- Add Player::SetCurrencyFlags() with ClientFlags mask validation
- Add WorldSession::HandleSetCurrencyFlags() with DB2 currency validation
- Wire opcode as STATUS_LOGGEDIN, PROCESS_THREADUNSAFE

The flags (CurrencyDbFlags::InBackpack, UnusedInUI) are persisted via the
existing _SaveCurrency() path — no schema changes needed.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:47:07 -03:00
agathoandClaude Opus 4.6 8d4a383430 fix(travel): Cache terrain refs during PortalDatabase init to prevent thrashing
GetZoneIdForPosition() calls sTerrainMgr.GetZoneId() per portal, which
uses weak_ptr caching. During startup no Map objects hold terrain refs,
so each call loads the entire terrain tree from disk (including all child
instance maps) then immediately unloads it. For continent maps with dozens
of children, this repeats hundreds of times causing extreme startup delay.

Hold shared_ptr<TerrainInfo> in a temporary cache during initialization so
each map's terrain is loaded exactly once.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:45:30 -03:00
agathoandClaude Opus 4.6 112eff8ac5 fix(bg): Wire BotActionMgr ProcessActions + fix BG death corpse run
Two critical bugs fixed:

1. BotActionManager::ProcessActions() was never called in production.
   The BotActionManagerSubsystem had updateOrder=0 (never updated) and
   no Update() method. All deferred actions (INTERACT_OBJECT, ENTER_VEHICLE,
   etc.) queued by worker threads accumulated forever without execution.
   This broke ToK orb pickup, CTF flag return, node captures, vehicle
   boarding, and all other deferred GO interactions added in Phase 1A.
   Fix: Added Update() override with updateOrder=250.

2. Dead bots in BGs ran to their corpse instead of resurrecting.
   HandleResurrecting with AUTO_RESURRECT passively waited 30s for
   IsAlive(), but BG spirit guides require gossip interaction that bots
   never perform. After timeout, retry via GHOST_DECIDING could choose
   CORPSE_RUN if BG ended during the wait (InBattleground() false).
   Fix: Force-resurrect bots in BGs after 30s wave timer instead of
   falling through to corpse run retry path.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:44:13 -03:00
agathoandClaude Opus 4.6 cc9eb95f68 feat(bg-scripts): Comprehensive BG script enhancement - 14-phase plan
Complete overhaul of all 13 battleground scripts with behavioral,
strategic, and thread-safety improvements across 6 major phases:

Phase 1 - Base class fixes:
- Fix TryInteractWithGameObject phase mismatch + thread-safety
- Add pending interaction framework to BGScriptBase
- Fix CTFScriptBase ReturnDroppedFlag and EscortFriendlyFC
- Add fight-on-flag leash to DominationScriptBase::DefendNode

Phase 2 - Universal behavioral enhancements:
- Node defense commitment timer for all Domination BGs
- Reinforcement routing (INC response) for contested nodes
- Distance-weighted node priority for smarter objective selection
- Score-driven strategy amplification with momentum tracking
- Phase transition hysteresis to prevent oscillation

Phase 3 - CTF-specific enhancements:
- Activate FC route evasion (WSG + Twin Peaks)
- Dropped flag priority with mid-field return
- Defense allocation rebalance for opening phase
- EOTS FC protection escort at 4-cap

Phase 4 - Per-BG domination fixes:
- Arathi Basin: proximity-based opening rush
- Seething Shore: dynamic node spawn response
- Deepwind Gorge: cart/mine mechanics verification

Phase 5 - Siege & Epic BG enhancements:
- AV: Boss NPC targeting with tank/healer awareness
- SOTA: Vehicle boarding system (demolishers + turrets)
- IOC: Vehicle mounting + parachute assault from Hangar
- SSM: Cart capture, track following, intersection handling
- Ashran: Dynamic road progression, event cycling, boss targeting

Phase 6 - Thread-safety & quality:
- Add std::atomic for cross-thread state variables
- Add std::shared_mutex for container protection
- Fix atomic-to-atomic assignments and fmt::format compatibility
- Make cached phase enums atomic in 4 scripts

47 files changed, +2837/-470 lines across all BG script types.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:43:35 -03:00
agathoandClaude Opus 4.6 fc6d363b2a fix(bg-tok): Fix 6 ToK runtime bugs - deferred Use(), orb split, combat, cleanup
- Fix silent orb pickup failure: deferred Use() via BotActionMgr caused bots
  to move away before main thread processed the spell cast. Added
  m_pendingOrbPickup hold-position state so bots stay at orb for up to 2s
  until the main thread processes the deferred GO interaction.

- Fix uneven orb split (1 vs 8+ bots): replaced race-prone m_orbTargeters
  map with GUID-based deterministic slot assignment (GUID % ORB_COUNT with
  round-robin fallback) for even distribution without shared mutable state.

- Fix missing combat engagement: bots now check for nearby enemies via
  coordinator during orb approach movement and initiate Attack().

- Fix claim-aware hasFreeOrb: ExecuteStrategy Priority 2 now skips orbs
  with active m_orbClaimedUntil and m_orbSearchFailed cooldowns, so bots
  correctly fall through to escort/hunt instead of re-entering PickupOrb.

- Fix carrier waypoint oscillation: replaced forward-only waypoint scan
  with center-distance comparison so carriers don't oscillate between
  midway waypoint and center.

- Fix missing OnBattlegroundEnd hook: PlayerbotBGScript now detects
  STATUS_WAIT_LEAVE transition and calls BGBotManager::OnBattlegroundEnd()
  to prevent resource leaks and dangling pointers.

- Fix Map::SendObjectUpdates crash: RemovePlayerBot now clears Account
  and Item BaseEntity objects from _updateObjects, not just Player.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:41:59 -03:00
agathoandClaude Opus 4.6 1c943acd36 fix(bg-runtime): Fix 4 runtime bugs - faction cache, population, orb race, carrier circling
Bug 1: BG under-population (7v4) - Skip bots on wrong map in in-transit
counting. Bots that failed teleport sit on their home map but were
counted as "in-transit", making teams appear full prematurely.

Bug 2 (CRITICAL): Spatial cache faction bug - BGSpatialQueryCache used a
single _faction from the first bot for ALL enemy/ally queries. Half the
bots saw their own team as enemies and enemies as allies. Added
callerFaction parameter to all 8 spatial query methods and excludeGuid
to GetNearestEnemy to prevent self-targeting. Updated all 15 call sites
across BGScriptBase, CTFScriptBase, and TempleOfKotmoguScript.

Bug 3: Dual orb pickup race - Two bots at orb location could both call
Use() in the same tick before RefreshOrbState() detected the aura. Added
m_orbClaimedUntil timestamp map with 3-second claim window.

Bug 4: Carrier circling - Fully caused by Bug 2. Carrier's
GetNearestEnemy() returned itself, causing self-attack which disrupted
movement. Resolved by callerFaction + excludeGuid parameters.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:41:19 -03:00
agathoandClaude Opus 4.6 2e3bdfef66 fix(bg-queue): Fix 5 cascading bugs preventing BG population
When a human queued for a BG, warm pool bots failed to populate the
queue due to 5 cascading failures:

1. Human player was only registered in _humanPlayers after botsQueued>0,
   but warm pool bots are async so botsQueued=0 — human never tracked,
   breaking GetQueuedHumanForBG() for all warm pool bots
2. Dead bots from previous sessions silently failed IsBotAvailable()
   with no logging — 10/19 warm pool bots rejected
3. IsBotAvailable() had no diagnostic logging for any rejection path
4. QueueStatePoller immediately unregistered after warm pool claimed
   success, with no verification that bots actually queued

Fixes:
- Move human registration before bot loop (always register)
- Resurrect dead bots in BotPostLoginConfigurator before BG queue
- Add TC_LOG_DEBUG to every IsBotAvailable rejection path
- Replace immediate unregister with 30s verification re-poll that
  re-registers the queue if actual counts are insufficient

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:40:46 -03:00
agathoandClaude Opus 4.6 5a989f6117 refactor(packet): Replace polling ACK scanner with reactive event-driven system
BotPacketSimulator previously polled every 100ms scanning all 9 speed types
plus teleport/knockback/magnitude flags for every bot. Now BotSession::SendPacket()
intercepts outgoing SMSGs and sets atomic flags via OnPacketSent(), and Update()
processes only the flagged ACKs with O(1) cost when idle.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:40:22 -03:00
agathoandClaude Opus 4.6 9377b2b540 feat(systems): Add 6 new systems - raid coordination, combat logging, reagents, transmog, archaeology
- TankSwapCoordinator: Automated tank swap detection with taunt rotation and debuff tracking
- CooldownSyncCoordinator: Raid-wide defensive/offensive CD synchronization with priority queuing
- StructuredCombatLog: Ring-buffer combat event logging with DPS/HPS metrics and encounter tracking
- ReagentManager: Reagent/consumable inventory management with auto-purchase and crafting support
- TransmogManager: Per-bot transmog outfit management with appearance collection and themed outfits
- ArchaeologyManager: Full archaeology profession state machine (survey/triangulate/collect/solve)

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:39:57 -03:00
agathoandClaude Opus 4.6 af30e56008 feat(coordination): Add GroupBuffCoordinator for raid-wide buff deduplication
Prevents duplicate raid-wide buff casting when multiple bots of the same
class are in a group. Uses claim-based system: bot claims buff responsibility,
others skip. Tracks 7 WoW 12.0 categories (Intellect, Stamina, Versatility,
Attack Power, Physical/Magic damage, Movement Speed).

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:39:16 -03:00
agathoandClaude Opus 4.6 a967ea495c feat(performance): Add bandwidth telemetry for per-bot network monitoring
Tracks packet counts, bytes sent/received, and filter savings per bot
session. Provides per-opcode breakdown, top-N bots by bandwidth, and
formatted reports. Uses sharded atomic counters for lock-free recording.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:38:36 -03:00
agathoandClaude Opus 4.6 a52471c22a feat(movement): Add swimming and breath management for underwater bots
Tracks water state (DRY/WADING/SWIMMING/UNDERWATER/SURFACING/DROWNING),
monitors breath timer, and triggers proactive surfacing at 30% breath.
Detects water breathing auras and aquatic form availability for druids.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:37:23 -03:00
agathoandClaude Opus 4.6 b06dc3eda7 feat(diagnostics): Add per-bot log filtering for targeted debugging
Enables operators to set verbose log levels (DEBUG/TRACE) for individual
bots without flooding logs from hundreds of other bots. Supports category
filters, timed auto-expiry, and convenience macros (BOT_LOG_DEBUG, etc.).

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:36:50 -03:00
agathoandClaude Opus 4.6 2fe7dfe9e8 feat(combat): Add proc expiry urgency monitor for all classes
Tracks active proc auras and escalates rotation priority when procs are
about to expire unused. Covers all major class procs (Hot Streak, Brain
Freeze, Rime, Art of War, Maelstrom Weapon, etc.) with configurable
urgency thresholds and stack-aware consumption logic.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:36:16 -03:00
agathoandClaude Opus 4.6 93d7da138a feat(social): Add summon/meeting stone response manager for bot summon handling
Bots now auto-respond to warlock summons and meeting stone requests with
human-like delays (1.5-4s randomized). Evaluates combat state, CC, BG/arena,
and group membership before accepting. Tracks summon history and statistics.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:35:17 -03:00
agathoandClaude Opus 4.6 94b8377714 feat(combat): Add racial ability manager for all playable races
Implements RacialAbilityManager with complete database of racial abilities
for all 25+ playable races including TWW Earthen. Evaluates racials by
priority: CC-break > defensive > offensive (burst-aligned) > resource >
AoE CC. Includes spell availability validation, cooldown tracking, burst
window detection, and CC-state awareness.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:34:16 -03:00
agathoandClaude Opus 4.6 194348d4a7 feat(dungeon): Add delve behavior manager for TWW delve content support
Implements DelveBehaviorManager with state machine (IDLE -> ENTERING ->
EXPLORING -> OBJECTIVE -> COMBAT -> BOSS -> LOOTING -> COMPLETED),
tier-aware difficulty scaling (1-11), NPC companion tracking (Brann),
objective tracking, loot chest discovery, and combat behavior adaptation.
Integrates with existing ConsumableManager content type awareness.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:33:19 -03:00
agathoandClaude Opus 4.6 2ddf731715 feat(commands): Add .bot config reload command for hot-reloading configuration
Adds a .bot config reload chat command that reloads playerbots.conf,
synchronizes runtime ConfigManager, refreshes BotSpawner config, and
reloads trade configuration. Reports per-subsystem success/failure with
step counts. Also available from server console.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:32:49 -03:00
agathoandClaude Opus 4.6 baf1155cd5 feat(combat): Add DPS/HPS combat metrics tracker with spell breakdowns
Implements CombatMetricsTracker providing WoW-style damage/healing meters:
rolling-window DPS/HPS/DTPS, per-spell breakdowns with crit rates and
efficiency, encounter tracking with auto-detect, formatted reports for
chat commands, and session history. Uses fixed-size circular buffer for
zero-allocation combat event recording.

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:31:57 -03:00
agathoandClaude Opus 4.6 028e29e49c feat(performance): Add thread-safe string interning pool for memory deduplication
Implements StringInterningPool with shared_mutex for read-heavy concurrent access,
FNV-1a hashing, transparent heterogeneous lookup via string_view, and per-category
profiling. Pre-interns common class/spec/resource names at startup. Eliminates
duplicate string allocations across all bot instances (~6.4MB savings at 500 bots).

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:30:55 -03:00
agathoandClaude Opus 4.6 552e674c0a feat(combat): Add proactive LOS fixing with smart repositioning
Implements ProactiveLoSFixer component that intercepts spell cast
attempts, checks LOS, and repositions the bot to a valid position
before casting. Completes all missing LineOfSightManager method
implementations and upgrades MovementIntegration to use smart
position-finding instead of naive movement toward target.

Key additions:
- ProactiveLoSFixer: pre-cast LOS check with queued cast + reposition
- Healer group LOS maintenance: proactive repositioning to see group
- 30+ missing LineOfSightManager method implementations completed
- LoSUtils::DoLinesIntersect segment intersection implementation
- MovementIntegration::CheckLineOfSight upgraded to use FindBestLoSPosition

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:30:10 -03:00
agathoandClaude Opus 4.6 88f3e121fa feat(combat): Add TrinketUsageManager for automated on-use trinket activation
Per-bot component that scans EQUIPMENT_SLOT_TRINKET1/TRINKET2 for
items with ITEM_SPELLTRIGGER_ON_USE effects and activates them at
optimal times during combat:

- Offensive trinkets: aligned with burst/opener windows, then on-CD
- Defensive trinkets: reactive when health drops below 35%
- PvP trinkets: reactive CC-break on stun/fear/charm/confuse
- Utility trinkets: used on cooldown for maximum uptime

Features:
- SpellInfo-based effect classification (aura types determine category)
- Equipment change detection via lightweight checksum comparison
- Cooldown tracking via SpellHistory::HasCooldown()
- CastSpellExtraArgs(item) for proper item-sourced spell casting
- 500ms update throttle to minimize per-bot overhead
- Debug summary for diagnostics

Co-Authored-By: Claude Opus 4.6 <[email protected]>
Signed-off-by: luis <[email protected]>
2026-02-11 19:29:04 -03:00