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Druid T10 Balance 4P Bonus#20

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Shauren merged 1 commit into
TrinityCore:masterfrom
Ramusik:master
Mar 20, 2011
Merged

Druid T10 Balance 4P Bonus#20
Shauren merged 1 commit into
TrinityCore:masterfrom
Ramusik:master

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@Ramusik

@Ramusik Ramusik commented Mar 20, 2011

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It should improve the Languish debuff's damage if you crit while it's already on a target

@Shauren Shauren merged commit d0eade8 into TrinityCore:master Mar 20, 2011
ghost pushed a commit to rebirth-core/Rebirth---WoW that referenced this pull request Feb 14, 2012
ghost pushed a commit to rebirth-core/Rebirth---WoW that referenced this pull request Feb 14, 2012
Core/DBC: implemented future use: WorldStateUI.dbc
asido pushed a commit to asido/TrinityCore that referenced this pull request Mar 12, 2012
mynew4 referenced this pull request Oct 4, 2015
Implemented:
  ca83e14
  ee1c1b9
  18e4ab6
  bf37446
  cb854a2

* This adds separate (per map) guid sequences depending on object type
* Ported map object container from cmangos/mangos-wotlk@a2d396e
* Added type container visitor for TypeUnorderedMapContainer
* Implemented helper function to erase unique pairs from multimap containers
* Moved object storage of all objects except players and transports to map level
* Added containers linking database spawn id with creature/gameobject in world
* Renamed DBTableGuid to spawnId
* Added a separate spawn id sequence generator for creatures and gameobjects - this will be used in db tables
* Moved building SMSG_UPDATE_OBJECT - updatefields changes broadcast to map update
* Added new function to return but not increment guid
* Adjusted .debug loadcells to show low guid in map before/after load
* Added debug messages for creature spawn/destroy, for map guid debugging
* Store all Gameobjects and Creatures added to OutdoorPvP, so the callback script can be removed when OutdoorPvP instance is destroyed.
@mynew4 mynew4 mentioned this pull request Oct 5, 2015
@mynew4 mynew4 mentioned this pull request Dec 28, 2015
Aokromes referenced this pull request in Aokromes/TrinityCore Jan 19, 2016
@tje3d tje3d mentioned this pull request Mar 13, 2018
MysterioPRM pushed a commit to MysterioPRM/TrinityCore that referenced this pull request Mar 15, 2021
sveN295 added a commit to sveN295/TrinityCore that referenced this pull request May 3, 2022
* Custom: Dynamic Exp System rewrite
Statt einer endlosen Prozession von If-Statements berechnet das Script nun den korrekten Config-Eintrag, was Leistung sparen sollte

* Custom: Dynamic Experience Script Autoren Anpassung

Weil der Herr darauf besteht.
Declipe pushed a commit to Declipe/TrinityCore that referenced this pull request Aug 14, 2023
Implement new Lua dependency and LuaJIT support
T1ti pushed a commit to T1ti/TrinityCore that referenced this pull request Jul 31, 2025
…killup when successfully catching a fish have been reverted to 1.12 chances. The speed in which you catch fish has been kept in its 3.3.5 state. (TrinityCore#20)

internal note: It's my belief that TrinityCore actually has a better implementation than Vmangos, so its been kept mostly intact. TC uses a system called "fishingsteps" which is the amount of times you have to catch a fish before your next skillup. Vmangos uses pure chance. It's well theorized by many sources, such as El's Anglin', that it's likely WoW uses a Fishing Steps-like system. However it's supposed to be an average number of catches, not a set number. Due to that I changed it so that we still use fishingsteps but when you reach the required number of steps each cast now has a 75% chance of skilling you up. It's not perfectly blizzlike, but its close enough.

Fishing from a pool of fish no longer guarantees a catch regardless of your fishing skill, as that was a change made in patch 3.3.0.

Added new hook for checking your fishing cast, allowing you to make a fishing cast fail. Includes the liquidtype that you're attempting to fish in.

Added LiquidTypes enum
agatho referenced this pull request in agatho/TrinityCore Oct 5, 2025
…mination

CRITICAL FIX: Following CLAUDE.md workflow - Module-only implementation

PROBLEM IDENTIFIED:
After Fix #19 (ObjectCache in BotAI), deadlock still occurred during first bot update.
Log analysis showed exception immediately after "Created ShamanAI for player Eryl".

ROOT CAUSE:
ClassAI::GetBestAttackTarget() calls ObjectAccessor::GetUnit() at line 210:
```cpp
if (::Unit* target = ObjectAccessor::GetUnit(*GetBot(), targetGuid))
```

This creates RECURSIVE ObjectAccessor call chain:
1. BotAI::UpdateAI() → ObjectCache::RefreshCache() → ObjectAccessor (lock acquired)
2. BotAI::OnCombatUpdate() → ShamanAI (inherits ClassAI)
3. ClassAI::GetBestAttackTarget() → ObjectAccessor::GetUnit() → DEADLOCK!

SOLUTION - OPTION A (User Approved):
Avoid ObjectAccessor by comparing target GUID against GetVictim() pointer:

BEFORE (DEADLOCK):
```cpp
ObjectGuid targetGuid = GetBot()->GetTarget();
if (!targetGuid.IsEmpty())
{
    if (::Unit* target = ObjectAccessor::GetUnit(*GetBot(), targetGuid))  // DEADLOCK!
    {
        if (GetBot()->IsValidAttackTarget(target))
            return target;
    }
}
```

AFTER (NO DEADLOCK):
```cpp
ObjectGuid targetGuid = GetBot()->GetTarget();
if (!targetGuid.IsEmpty())
{
    // Check if victim matches selected target (no ObjectAccessor needed)
    if (::Unit* victim = GetBot()->GetVictim())
    {
        if (victim->GetGUID() == targetGuid && GetBot()->IsValidAttackTarget(victim))
            return victim;
    }
    // Selected target is different from victim - skip to avoid ObjectAccessor call
    // GetNearestEnemy() will handle finding a new target
}
```

COMPLIANCE WITH CLAUDE.MD:
✓ Module-only implementation (src/modules/Playerbot/AI/ClassAI/ClassAI.cpp)
✓ No core modifications
✓ Complete solution (no TODOs or placeholders)
✓ Full error handling maintained
✓ Performance optimization (eliminates ObjectAccessor call)
✓ Used TrinityCore APIs (GetVictim(), GetGUID(), IsValidAttackTarget())
✓ Follows file modification hierarchy (PREFERRED: module-only)

EXPECTED RESULT:
Zero ObjectAccessor calls in ClassAI hot path during combat updates.
Combined with Fix #19 ObjectCache, this eliminates ALL recursive ObjectAccessor
calls in the critical BotAI → ClassAI → Combat update chain.

BUILD STATUS:
✓ Compiled successfully
✓ Deployed to M:/Wplayerbot/worldserver.exe

TESTING:
Monitor for deadlock exceptions during ShamanAI/ClassAI combat updates.
Expected: Zero "resource deadlock would occur" during bot combat initialization.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <[email protected]>
agatho referenced this pull request in agatho/TrinityCore Oct 5, 2025
…mination

CRITICAL FIX: Following CLAUDE.md - Code smell eliminated + deadlock resolved

ROOT CAUSE IDENTIFIED:
Deadlock occurred during BotAI constructor when bot joins group:
```
BotSession creates BotAI
  → BotAI::BotAI() constructor line 85
    → OnGroupJoined()
      → LeaderFollowBehavior::OnActivate() line 205
        → ObjectAccessor::FindPlayer(leaderGuid) → DEADLOCK!
```

This happens BEFORE first UpdateAI() call, so ObjectCache hasn't been initialized.
If any other thread is using ObjectAccessor at that moment → recursive lock → DEADLOCK.

CODE SMELL FIXED:
UpdateFollowTarget() was looking up the BOT via ObjectAccessor::FindPlayer(),
even though the bot pointer was already available from the calling context.

SOLUTION - Multiple ObjectAccessor eliminations:

1. **OnActivate() line 205** - CRITICAL FIX:
   BEFORE: ObjectAccessor::FindPlayer(leaderGuid) then fallback to group iteration
   AFTER: Direct group iteration only (works for all players including bots)

2. **UpdateFollowTarget()** - CODE SMELL FIX:
   BEFORE: void UpdateFollowTarget(Player* leader)
           Player* bot = ObjectAccessor::FindPlayer(_followTarget.guid)
   AFTER: void UpdateFollowTarget(Player* bot, Player* leader)
          Bot passed as parameter from calling context

3. **HandleLostLeader() line 943** - CONSISTENCY FIX:
   BEFORE: if (Player* leader = ObjectAccessor::FindPlayer(_followTarget.guid))
   AFTER: if (_followTarget.player)  // Already cached

4. **Lost leader teleport line 963** - CONSISTENCY FIX:
   BEFORE: if (Player* leader = ObjectAccessor::FindPlayer(_followTarget.guid))
   AFTER: if (_followTarget.player)  // Already cached

FILES MODIFIED:
  - src/modules/Playerbot/Movement/LeaderFollowBehavior.h
    * Updated UpdateFollowTarget signature to take both bot and leader

  - src/modules/Playerbot/Movement/LeaderFollowBehavior.cpp
    * Eliminated ALL 4 ObjectAccessor calls (lines 205, 626, 943, 963)
    * Fixed UpdateFollowTarget to use passed bot parameter
    * Updated call site to pass bot parameter

COMPLIANCE WITH CLAUDE.MD:
✓ Module-only implementation
✓ No core modifications
✓ Complete solution (no TODOs)
✓ Fixed code smell (unnecessary ObjectAccessor lookups)
✓ Performance improvement (4 fewer ObjectAccessor calls per follow update)
✓ Used existing data (_followTarget.player, group members iteration)

EXPECTED RESULT:
Zero ObjectAccessor calls in LeaderFollowBehavior during bot initialization.
Combined with Fix #19 (ObjectCache) and Fix #20 (ClassAI), this eliminates
ALL ObjectAccessor deadlock sources in the critical initialization path.

BUILD STATUS:
✓ Compiled successfully
✓ Deployed to M:/Wplayerbot/worldserver.exe

TESTING:
Monitor for deadlock during "Created ShamanAI" / group join initialization.
Expected: Zero "resource deadlock would occur" during bot group activation.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <[email protected]>
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4 participants