Fixture System:
- Use MeshObject GUIDs (HighGuid 56) for FHousingFixture_C Guid and
AttachParentGUID fields instead of Housing GUIDs. The client's fixture
manager searches the frame tree using AttachParentGUID as key, and frames
are indexed by MeshObject entity GUIDs. This fixes fixture hookpoints
showing "None" despite fixtures being spawned.
- Force-send AT entity CREATE/VALUES to player before ENTER_PLOT packet,
matching the retail pattern where UPDATE_OBJECT and ENTER_PLOT arrive at
the same timestamp.
- Set MAX_VISIBILITY_DISTANCE on HousingMap and HouseInteriorMap so all
entities are visible map-wide, eliminating entity streaming race conditions.
- Add PreloadHousingMaps at server startup with LoadAllCells for
neighborhood maps (validates map type before loading).
Fixture Placement:
- Door (entrance) replacement: placing a new door auto-removes any existing
door at a different hook and despawns/respawns the clickable door GO.
- Hook exclusivity: placing a fixture removes any existing fixture at that
hook first.
- Fix DELETE_FIXTURE handler: pass original hookID to RemoveFixture instead
of resolved parent componentID. Fixtures are keyed by hookID.
- Remove default fixture respawn on delete (was causing flicker loop).
Door GO Management:
- Add RespawnDoorGOAtHook/DespawnDoorGO methods for targeted door GO
updates without full house rebuild.
- Door GO positioned at fixture MeshObject location (exact hookpoint).
- Force-send CREATE to player immediately after spawning door GO.
- Auto-create missing door GO templates from ExteriorComponent DB2 at
startup (EnsureDoorGameObjectTemplates) with retail values:
Lock=4296, autoClose=3000, startOpen=1.
Interior Exit:
- Use ExteriorComponentExitPoint position for interior→exterior teleport,
placing player in front of the door they entered through.
Other:
- Add MeshObject::AddRoomDoor for HousingRoomData Doors array population.
- Rename HousingPackets PlotAreaTriggerGuid to NeighborhoodEntityGuid.
Cross-referenced BattlePetState.db2 via wago.tools/WoWDBDefs and fixed
wrong state IDs: Stat_Accuracy is 41 (was 22=Mechanic_IsStunned),
Mod_HealingDealtPercent is 65 (was 26=Ramping_DamageID),
Mod_HealingTakenPercent is 66 (was 27=Ramping_DamageUses).
Added per-type weather damage bonus using the 3-state mechanism from
DB2: Mod_PetTypeDamageDealtPercent(87) + Mod_PetType_ID(89) restricts
damage bonuses to matching ability types (e.g. Rain = +25% Aquatic
only, not all damage). Also added Add_FlatDamageTaken(71) for
Sandstorm-style damage shields.
Expanded enum to 43 states covering weather markers (53-63, 316),
mechanics, cosmetics, and combat modifiers — all verified against
BattlePetState.db2 LuaName field.
Replace dead hardcoded PetBattleWeatherType enum with a data-driven
weather system that reads BattlePetAbilityState entries from DB2.
The old system had SetWeather/GetWeatherDamageModifier/GetWeatherHealingModifier
functions but SetWeather was never called, so weather abilities fired
visually (aura icon appeared) but had zero gameplay effect.
Now weather modifiers (damage %, healing %, accuracy, speed) are loaded
from BattlePetAbilityState DB2 onto the environment slot when a weather
aura is applied, and read back during combat calculations. Elemental
pets remain immune to all weather effects.
The stale route check only compared origin map, missing cases where
the bot spawned on the destination map (e.g. quest ender on same
continent). Route to Ratchet dock (Kalimdor) blocked a bot in
Northshire (Eastern Kingdoms) because originMapId matched.
Now also clears the route when the bot is already on the destination
map — no cross-map travel needed, just walk directly.
Added diagnostic logging to travel check for visibility.
Signed-off-by: luis <[email protected]>
After hearthstoning to a new map, the travel manager's route (planned
for the old map) stayed active and blocked all quest processing. The
bot stood idle forever because UpdateBehavior returned early every tick.
Now detects when the bot's current map differs from the route's origin
map and clears the stale travel manager, allowing quest processing to
resume on the new map.
Also added INFO-level diagnostic to HandleOnTransport for travel
movement visibility.
Signed-off-by: luis <[email protected]>
Starting zone quests like Reclaiming Sunstrider Isle use the auto-accept
flag (0x80000) which bypasses the normal gossip menu. PrepareQuestMenu
doesn't include them, so bots stood idle at quest givers like Magistrix
Erona without accepting anything.
SearchForQuestGivers now also checks quest relations for auto-accept
quests when evaluating NPCs. ProcessQuestGiver runs auto-accept quests
first via AddQuestAndCheckCompletion before processing the gossip menu
for normal quests.
Signed-off-by: luis <[email protected]>
ObjectAccessor::GetCreature fails for some NPCs even when the bot is
standing next to them. Added grid scan fallback using creature entry
from the GUID to find the actual NPC within interaction range.
Also switched to 2D distance for position-based checks to prevent
Z-height differences from causing false "too far" results.
Signed-off-by: luis <[email protected]>
QuestHubDatabase::IsAppropriateFor no longer restricts to same map,
so bots stranded on a continent with no level-appropriate content can
find hubs on other maps. Cross-map hubs get a 0.5x scoring penalty to
prefer same-map when available.
When no quest hubs or quest givers are found nearby, bots now:
1. Search QuestHubDatabase across all maps
2. If best hub is cross-map and hearthstone goes there, cast hearthstone
3. If best hub needs multi-leg travel, use TravelRouteManager
4. If no hubs at all, use hearthstone as last resort
Signed-off-by: luis <[email protected]>
CanTakeQuest returned true for quests that weren't actually available
in-game because ContentTuning data was missing, making GetQuestMinLevel
return 0. Bots walked to NPCs that had no quests to offer.
Replace manual quest relation iteration + CanTakeQuest with
Player::PrepareQuestMenu which is TrinityCore's authoritative check
for quest availability. This is the same system that renders quest
exclamation marks for real players and properly handles ContentTuning,
phase visibility, conditions, and all edge cases.
Applied to both SearchForQuestGivers (scan phase) and ProcessQuestGiver
(acceptance phase).
Signed-off-by: luis <[email protected]>
The pending quest giver check used ObjectAccessor::GetCreature which
can fail for phased/special NPCs like Image of Archmage Xylem, causing
the GUID to be cleared and the bot to stop walking mid-path.
Now stores the NPC position alongside the GUID. The bot walks to the
stored position even if creature lookup fails, and attempts grid scan
for quest givers on arrival. Also logs at INFO level for diagnosis.
Signed-off-by: luis <[email protected]>
The critical rest threshold (no consumables path) was calling frand()
on every IsActive() check, producing a different threshold each tick.
Bots at moderate health (49-53%) would flicker between rest and other
strategies because the random threshold kept changing.
Moved to a per-bot threshold assigned once at construction (30-50%)
so each bot has a stable, unique resting personality.
Signed-off-by: luis <[email protected]>
Add SendLootRelease() after looting all items from a corpse. Without
this, the corpse stayed "lootable" forever and FindLootableCorpses kept
returning it, causing loot strategy to permanently block quest strategy.
Signed-off-by: luis <[email protected]>
Add persistent _pendingQuestGiverGuid so the bot completes walking to
and interacting with a quest giver across multiple UpdateBehavior ticks,
even when other quests are active in the log.
Also track FindQuestEnderLocation failures in TurnInQuest — after 3
consecutive failures the bot abandons the quest and blacklists it,
preventing infinite turn-in loops on quests with missing ender data.
Signed-off-by: luis <[email protected]>
PathGenerator returns NOPATH beyond navmesh query range limits, causing
bots to stand idle during long travel. ValidatedPathGenerator now
segments long paths with 200yd intermediate waypoints. The travel
manager re-evaluates every 500ms for incremental progress.
Added INFO-level path validation failure logging.
Signed-off-by: luis <[email protected]>
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