LootStrategy::IsActive now checks for nearby lootable corpses with
permission before returning true, preventing it from permanently
blocking lower-priority strategies like quest when nothing to loot.
RestStrategy::IsActive now checks health/mana levels and consumable
availability. With consumables it activates normally. Without them it
only activates below a randomized 30-50% threshold per check, allowing
bots to quest/grind at moderate health while still waiting for passive
regen when critically low.
Signed-off-by: luis <[email protected]>
The AdaptiveAIUpdateThrottler was preventing UpdateStrategies() from
ever being reached, leaving bots idle with active but never-executed
strategies. Also swapped quest/loot priority so quest (MOVEMENT=45)
runs below loot (FOLLOW=50) only when loot is gated by IsActive.
Added temporary STRAT-SELECT diagnostic logging to trace which
strategy wins priority selection each tick.
Files previously compiled in the game library had implicit access to
all game headers via PCH. Now in the playerbot module they need explicit
includes for: Position.h, Map.h, Creature.h, CreatureAI.h, G3D/Vector3.h,
and VMapFactory.h.
Signed-off-by: luis <[email protected]>
Rename misnamed SQL columns to match WoWDBDefs 12.0:
- Aura → BattlePetEffectPropertiesID
- BattlePetEffectPropertiesID → AuraBattlePetAbilityID
- VisualID → BattlePetVisualID
Add migration script for existing databases, update SELECT query.
Also add DisplayID=0 repair in LoadPlayerTeam and a log warning
in SelectPetDisplay when creature_template is missing.
Solo strategy activation (rest, solo_combat, quest, grind, loot, solo)
was positioned after both the AI update throttler and the death recovery
guard in UpdateAI(). Bots that were throttled or dead at login never
reached the activation code, leaving them with Strategies=0 and idle.
Move the one-time strategy activation to run before all guards so it
executes on the first UpdateAI tick regardless of throttle/death state.
Relocate 44 BotMovement files (Controller, StuckDetector, StateMachine,
Pathfinding, Generators, Validation) from src/server/game/Movement/ into
src/modules/Playerbot/Movement/BotMovement/ to comply with module-first
architecture. All playerbot code must live in the module directory.
Updated CMakeLists.txt with all source files in playerbot-gameplay lib
and added 6 include directories for the BotMovement subdirectories.
Also fixes StuckDetector::Reset() to clear position history, preventing
an infinite stuck detection loop where bots were immediately re-detected
as stuck after recovery due to stale position snapshots.
Signed-off-by: luis <[email protected]>
Fix ExteriorComponentHookEntry struct field order to match DB2 LoadInfo
(Position/Rotation before ID when IndexField=2), resolving garbage hook
IDs during fixture resolution.
Replace first-match door hook selection with center-front scoring
heuristic (|X|*2 + Y) to ensure the main entrance spawns at the front
of the house rather than on a side/back wall.
Add fixture validation in SelectFixtureOption: enforce component type
must match hook type, and only one door allowed per house. This prevents
placing windows at door hooks and spawning multiple entrances.
Only auto-resolve the single best door hook during SpawnExtCompTree —
other fixture types (windows, chimneys, dormers) require explicit player
selection, matching retail behavior where they unlock via progression.
Additional fixes: unique fixture GUIDs via atomic counter (subType=5),
size-aware default fixture lookup, range-based DB2 store iteration,
and starter fixture migration that preserves existing roots.
Map player race to house exterior WMO style on purchase:
Night Elf → Woodland (55), Blood Elf → Engraved (56),
other Alliance → Human (9), other Horde → Orc (87).
On house creation, persist starter fixtures (Base + Roof) to
character_housing_fixtures so spawning reads from DB rather than
relying on runtime default resolution. Door auto-resolves from
the hook system via GetDefaultFixtureForType.
Replace the broken GroupXHook→Group→XGroup chain with a direct
_defaultFixtureByTypeWmo index that maps (componentType, wmoDataID)
to the default fixture component ID. This correctly resolves fixtures
for all 4 racial house styles (Human/NightElf/BloodElf/Orc).
Key changes:
- BuildExteriorComponentIndexes: filter structural roots by
ExteriorComponentType.ParentComponentType==0 with hardcoded
fallback for broken DB2 store iteration
- New GetDefaultFixtureForType() replaces GetComponentAtHook()
- SpawnExtCompTree uses type+WMO lookup for hook children
- Door GO spawning fully data-driven from DB2 (entry + position
from hook offset + ExitPoint offset)
- Root selection: rootOverrides → coreExtCompID → default → first
- Fix missing fixture overrides on late-spawn path
- Add GetRootComponentOverrides() for player-selected root variants
- Fix DB2 store iteration bug: ExteriorComponentHook entries with
ParentIndexField were only partially accessible via range-based
iteration (1808 of 23881 entries). Use LookupEntry() over
GetNumRows() to reach all entries, fixing hook resolution
(compByHook was 0, now resolves all 1461 GroupXHook mappings).
- Spawn all root components per HouseExteriorWmoDataID: houses
consist of multiple independent roots (Base type=9, Roof type=10)
sharing the same WMO data ID. Each root spawns independently at
house position with its own hook children (doors on base,
chimney/windows on roof). Filter by Size to avoid spawning
small/medium/large variants simultaneously.
- Build parent-child index from ExteriorComponent.ParentComponentID
for component variants that reference a parent component.
- Add _rootCompsByWmoDataId index for fast lookup of all root
components belonging to a house exterior.
- Fix MeshObject fixture data to pass fixtureGuid and
parentFixtureGuid for proper client-side attachment hierarchy.
- Fix BNetAccount dirty state in fixture edit mode by clearing
update mask after PopulateCatalogStorageEntries.