c:/TrinityBots/TrinityCore/src/modules/Playerbot/Account/BotAccountMgr.cpp:703: // TODO: Implement database storage when BotDatabasePool is available c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/Actions/Action.cpp:89: // TODO: Implement proper cooldown checking with TrinityCore API c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/Actions/Action.cpp:182: // TODO: Implement proper SpellCastTargets when needed c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/BotAI.cpp:431: // TODO: Add social interactions (chat, emotes) when implemented c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/BotAI.cpp:695: // TODO: Implement action execution from name c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/BotAI.cpp:702: // TODO: Check if action is possible c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/BotAI.cpp:708: // TODO: Get action priority c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/ActionPriority.cpp:348: // TODO: Could analyze enemy spell to determine interrupt priority c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/ActionPriority.cpp:373: // TODO: Implement threat calculation based on unit's role and current threat c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/CombatSpecializationTemplate_WoW112.h:243: float hasteModifier = 1.0f; // TODO: Get from player stats c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/CooldownManager.cpp:715: // TODO: Apply haste calculations and spell-specific GCD modifications c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/CooldownManager.cpp:765: // TODO: Implement charge detection from spell data c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/CooldownManager.cpp:783: // TODO: Apply various cooldown reduction effects c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DeathKnights/BloodSpecialization.cpp:366: // TODO: Implement proper rune consumption via protected interface c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DeathKnights/BloodSpecialization.cpp:373: // TODO: Implement proper rune counting via protected interface c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DeathKnights/BloodSpecialization.cpp:395: // TODO: Add protected method for runic power generation c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DeathKnights/BloodSpecialization.cpp:401: // TODO: Add protected method for runic power spending c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DeathKnights/BloodSpecialization.cpp:458: // TODO: Implement disease refresh logic via proper interface c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DeathKnights/BloodSpecialization.cpp:482: // TODO: Add protected methods for death and decay tracking c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DeathKnights/UnholySpecialization.cpp:1263: // TODO: Implement threat reduction if needed c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:155:// TODO: Implement advanced Demon Hunter functionality c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:160: // TODO: Implement specialization detection c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:172: // TODO: Implement metamorphosis exit logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:177: // TODO: Implement metamorphosis decision logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:183: // TODO: Implement Havoc metamorphosis c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:188: // TODO: Implement Vengeance metamorphosis c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:193: // TODO: Implement pain spending c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:198: // TODO: Implement pain generation c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:203: // TODO: Implement pain checking c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:209: // TODO: Implement fury spending c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:214: // TODO: Implement fury generation c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:219: // TODO: Implement fury checking c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:225: // TODO: Implement pain management c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:230: // TODO: Implement pain decay c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:235: // TODO: Implement fury retrieval c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:241: // TODO: Implement max fury retrieval c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:247: // TODO: Implement Havoc rotation c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:252: // TODO: Implement Vengeance rotation c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:257: // TODO: Implement metamorphosis abilities c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:262: // TODO: Implement Eye Beam casting c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:267: // TODO: Implement Chaos Strike casting c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:272: // TODO: Implement Blade Dance casting c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:277: // TODO: Implement Demon's Bite casting c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:282: // TODO: Implement Soul Cleave casting c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:287: // TODO: Implement Shear casting c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:292: // TODO: Implement AoE target gathering c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/DemonHunterAI.cpp:300: // TODO: Re-enable refactored specialization classes once template issues are fixed c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:61: // TODO: Implement Havoc rotation logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:74: // TODO: Implement buff management c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:79: // TODO: Implement cooldown tracking c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:84: // TODO: Implement ability availability checks c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:90: // TODO: Implement combat start logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:96: // TODO: Implement combat end logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:102: // TODO: Implement resource checks c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:108: // TODO: Implement resource consumption c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:113: // TODO: Implement optimal positioning c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:119: // TODO: Implement optimal range calculation c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:126: // TODO: Implement metamorphosis tracking c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:131: // TODO: Implement metamorphosis decision logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:137: // TODO: Implement metamorphosis activation c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:148: // TODO: Implement soul fragment tracking c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:153: // TODO: Implement soul fragment consumption c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/HavocSpecialization_Enhanced.cpp:158: // TODO: Implement soul fragment consumption logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:63: // TODO: Implement Vengeance rotation logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:76: // TODO: Implement buff management c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:81: // TODO: Implement cooldown tracking c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:86: // TODO: Implement ability availability checks c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:92: // TODO: Implement combat start logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:98: // TODO: Implement combat end logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:104: // TODO: Implement resource checks c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:110: // TODO: Implement resource consumption c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:115: // TODO: Implement optimal positioning c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:121: // TODO: Implement optimal range calculation c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:128: // TODO: Implement metamorphosis tracking c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:133: // TODO: Implement metamorphosis decision logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:139: // TODO: Implement metamorphosis activation c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:150: // TODO: Implement soul fragment tracking c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:155: // TODO: Implement soul fragment consumption c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/DemonHunters/VengeanceSpecialization_Enhanced.cpp:160: // TODO: Implement soul fragment consumption logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Druids/DruidAI.cpp:61: // TODO: Re-enable refactored specialization classes once template issues are fixed c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Hunters/BeastMasterySpecialization.cpp:1034: // TODO: Implement pet feeding with appropriate food items c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Hunters/HunterAI.cpp:36: // TODO: Implement combat systems initialization c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Hunters/HunterAI.cpp:246: // TODO: Implement positioning logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Hunters/HunterAI.cpp:251: // TODO: Implement shared abilities c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Hunters/HunterAI.cpp:256: // TODO: Implement tracking management c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Hunters/HunterAI.cpp:272: // TODO: Implement combat aspect switching c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Hunters/HunterAI.cpp:282: // TODO: Implement tank detection c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Hunters/HunterAI.cpp:288: // TODO: Implement combat metrics logging c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Monks/MonkAI.cpp:50: // TODO: Implement specialized monk combat rotation c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Monks/MonkAI.cpp:67: // TODO: Implement monk buff management c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Monks/MonkAI.cpp:73: // TODO: Implement monk cooldown management c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Monks/MonkAI.cpp:97: return true; // TODO: Implement proper resource checking c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Monks/MonkAI.cpp:103: // TODO: Implement proper resource consumption c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Monks/MonkAI.h:416: if (player) // TODO: Implement role detection c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Paladins/PaladinAI.cpp:184: // TODO: Re-enable refactored specialization classes once template issues are fixed c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Priests/PriestAI.cpp:198: // CheckMajorCooldowns(); // TODO: Implement when needed c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Priests/PriestAI_Specialization.cpp:78: // TODO: Re-enable refactored specialization classes once template issues are fixed c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Shamans/ShamanAI_Specialization.cpp:50: // TODO: Re-enable refactored specialization classes once template issues are fixed c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Warlocks/AfflictionWarlockRefactored.h:435: // TODO: Implement multi-target DoT tracking c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Warlocks/DestructionWarlockRefactored.h:384: // TODO: Find secondary target CastSpell(HAVOC, target); c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/ClassAI/Warriors/WarriorAI.cpp:178: // TODO: Re-enable refactored specialization classes once template issues are fixed c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/Combat/CombatAIIntegrator.cpp:795: // TODO: Implement looting system c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/Combat/PositionManager.cpp:880: // TODO: Implement IsInAoEZone function c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/Combat/TargetSelector.cpp:707: // TODO: Fix type_flags API - currently not available c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/Combat/ThreatAbilities.cpp:202: // TODO: Filter by specialization if needed c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/EnhancedBotAI.cpp:540: // TODO: Implement questing logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/EnhancedBotAI.cpp:545: // TODO: Implement social interactions c:/TrinityBots/TrinityCore/src/modules/Playerbot/AI/EnhancedBotAI.cpp:591: // TODO: Implement looting logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/Character/BotCharacterDistribution.cpp:220: // TODO: Implement proper processing for gender preference weights c:/TrinityBots/TrinityCore/src/modules/Playerbot/Character/BotCharacterDistribution.cpp:234: // TODO: Convert preference weights to male percentages c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/GroupCoordination.cpp:568: // TODO: Implement tank-specific threat management c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/GroupCoordination.cpp:574: // TODO: Implement healer coordination c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/GroupCoordination.cpp:580: // TODO: Implement DPS coordination c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/GroupCoordination.cpp:586: // TODO: Implement support coordination c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/GroupFormation.cpp:553: // TODO: Implement wedge formation algorithm c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/GroupFormation.cpp:559: // TODO: Implement diamond formation algorithm c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/GroupFormation.cpp:565: // TODO: Implement defensive square algorithm c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/GroupFormation.cpp:571: // TODO: Implement arrow formation algorithm c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/GroupFormation.cpp:593: // TODO: Implement collision resolution logic c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/GroupFormation.cpp:599: // TODO: Implement flexibility adjustments c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/RoleAssignment.cpp:553: uint8 playerSpec = 0; // TODO: Get actual spec when available c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/RoleAssignment.cpp:614: // TODO: Implement gear scoring based on role appropriateness c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/RoleAssignment.cpp:636: // TODO: Implement synergy calculation based on group composition c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/RoleAssignment.cpp:754: // TODO: Implement gear analysis for role scoring c:/TrinityBots/TrinityCore/src/modules/Playerbot/Group/RoleAssignment.cpp:759: // TODO: Update experience scores based on performance history c:/TrinityBots/TrinityCore/src/modules/Playerbot/Lifecycle/BotLifecycleMgr.cpp:422: // TODO: Implement proper database access when PBDB statements are ready c:/TrinityBots/TrinityCore/src/modules/Playerbot/Lifecycle/BotLifecycleMgr.cpp:467: // TODO: Insert event into database when PBDB statements are ready c:/TrinityBots/TrinityCore/src/modules/Playerbot/Lifecycle/BotLifecycleMgr.cpp:604: // TODO: Cleanup database events when PBDB statements are ready c:/TrinityBots/TrinityCore/src/modules/Playerbot/Lifecycle/BotSpawner.cpp:599: // TODO: Add level/race/class filtering when we have a proper query c:/TrinityBots/TrinityCore/src/modules/Playerbot/Lifecycle/BotSpawner.h:181: mutable std::mutex _zoneMutex; // TODO: Replace with lock-free hash map c:/TrinityBots/TrinityCore/src/modules/Playerbot/Lifecycle/BotSpawner.h:185: mutable std::mutex _botMutex; // TODO: Replace with concurrent hash map c:/TrinityBots/TrinityCore/src/modules/Playerbot/Lifecycle/BotSpawner.h:190: mutable std::mutex _spawnQueueMutex; // TODO: Replace with lock-free queue c:/TrinityBots/TrinityCore/src/modules/Playerbot/Lifecycle/BotWorldEntry.cpp:40: _metrics.memoryBeforeEntry = 0; // TODO: Implement memory tracking c:/TrinityBots/TrinityCore/src/modules/Playerbot/PlayerbotModule.cpp:240: // TODO: Unregister event hooks c:/TrinityBots/TrinityCore/src/modules/Playerbot/Session/BotSession.cpp:378: // TODO: In future, we could create a BotSocket here and use it to initialize the session