Add AdventureBot groups, raid preparation and shared travel
clang PCH / build (push) Canceled after 0s
GCC PCH / build (push) Canceled after 0s

Implement native bot recruitment and player admission, leader-owned destinations, intent-specific capacities, preparation scheduling and shared graph and flight travel. Support native group instance visits and separate raid entrances.

Include pending personality-driven faction PvP and solo fleeing, preserving the absolute group fleeing exclusion. Add regression fixtures, migration, documentation and test-server evidence.
This commit is contained in:
Nico committed 2026-10-28 15:00:41 +01:00
1 parent 04aa87fcfc
commit d6fea6ee68
46 files changed
+3031 -59

No files matched your search

+52
View File
@@ -187,3 +187,55 @@ Geisterlauf und nativeLeichenaufnahme. NachLogout lebendHP4340 ohneLeiche oder
Aura15007 gespeichert. KeineUhrabkürzung, keinNormalreisebeleg durchTestpositionierung.
Belege: checkpoints/2026-10-27-combat/. Mehrfachangreifer undNeustart während
Leichenlauf produktiv mitAdaptern geprüft, nochkeine entsprechendeLiveabnahme.
## Offensive faction encounters
Autonomous solo bots and bot group leaders with an active intent can seek opposing players
(including clientless bots) and Horde/Alliance NPCs within 50 yards. Levels must
be within five levels inclusive in either direction. Native attack permission,
hostility, visibility/phase, LOS and a complete MMAP approach remain required;
this does not enable PvP flags or bypass sanctuary rules. Player-controlled pets
are not independent offensive targets. Elite/world-boss NPCs remain excluded.
Health must be at least 60%, mana users at least 30% mana.
Every 30 seconds the nearest reachable eligible opponent receives one decision:
probability = adventurousness * danger_tolerance * intent weight. Weights:
adventure 1, leisure .35, social .2, profession .15, economy .1; rest, instance,
unknown or disabled intents 0. Missing traits default to 0. Group members retain leader-directed support; only the bot leader may initiate
a PvP encounter. Player-led bots never initiate independently.
The PvE path/quarry selector excludes faction NPCs so it cannot bypass these
personality/level gates. Actual damage still takes precedence via the existing
ordered self-defence path, regardless of offensive level boundaries.
`COMBAT_PVP_INITIATE` records the initiating bot and target; ordinary combat
start/end logs continue. Solo tactical flight is described below. Automated fixtures verify the production selector,
not live PvP gameplay or class rotations beyond the existing warrior executor.
## Solo flight
Grouped bots never flee, including at critical health or against bosses.
Joining a group cancels flight on the next combat update and restores ordinary
combat support. Ungrouped bots flee from actual attackers at least six levels
higher, equal/higher-level elites/bosses, or below 20% health during combat.
A nearby strong creature alone does not trigger flight. Training alone does not
trigger flight; real damage still interrupts training through self-defence.
The combat manager owns flight, interrupts the current activity and retains the
original intent deadline. Every two seconds it tests 24 terrain-adjusted local
escape candidates, increasing minimum distance to current/last-known attackers.
Complete, non-suspicious MMAP paths up to60 yards are required. Known visible
hostiles within12 yards of the proposed corridor are avoided. This is a local
heuristic, not a guarantee against unseen enemies or the previously deferred
MMAP obstacle limitations. Existing native combat potions remain available.
If no suitable path starts, the bot stays and defends itself in melee, retrying
other directions on the next evaluation. No teleports, forced combat reset,
invulnerability or synthetic movement are used.
Flight persists until native combat ends AND at least50 yards separate the bot
from the last known threat positions. Normal self-care then runs before the
current intent resumes, with30 seconds of offensive cooldown. Death clears the
flight state and uses the existing corpse recovery. Logs:
COMBAT_FLEE_START/PATH/BLOCKED/END/CANCEL. Production state-machine fixtures cover
level/health thresholds, group override and joining mid-flight, a blocked path,
nearby hostile avoidance and safe completion. Live gameplay remains unverified.