fix: correct bot routing, node lifetime, reload cleanup and spawn placement
Four defects found reviewing this against AzerothCore efe123fab and mod-playerbots 8d9f6aa6 (both 2026-08-14). 1. Bot routing did nothing. Engine::ChangeStrategy switches on name[0] and only handles '+', '-', '~' and '?'; a bare "new rpg" fell through every case. Bots still drifted toward the hotspot, but only because rpgInfo.ChangeToGoGrind() works and AiFactory already grants the strategy when AiPlayerbot.EnableNewRpgStrategy is on. Now sends "+new rpg", and only to BOT_STATE_NON_COMBAT -- the combat engine never carries it. 2. Node lifetime was off by 1000x. The respawnTime argument to Map::SummonGameObject lands in GameObject::SetRespawnTime(int32), which is seconds. Passing DurationMs made a 20-minute event's nodes live ~13.9 days, so they only ever vanished via the explicit despawn at event end. 3. LoadConfig cleared _spawnedNodes and _active without despawning, so a `.reload config` mid-event orphaned every node permanently (compounded by defect 2). It now tears the running event down first. 4. Spawns reused the anchor's exact Z for every scattered X/Y with no ground probe and no LOS check, leaving nodes floating or buried on the hilly zones in the default pool. Placement now probes ground height, rejects drift beyond 20y, requires LOS from the anchor, and retries up to 8 times. Verified with a clang -fsyntax-only pass using the live build's own compile flags plus the mod-playerbots include tree. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019vTNrJGsprcjdjjjDJD5ZM
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2 changed files with 112 additions and 19 deletions
27
CHANGELOG.md
27
CHANGELOG.md
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@ -2,6 +2,33 @@
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All notable changes to `mod-gold-rush` will be documented in this file.
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## [Unreleased — hallsworth fork]
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### Fixed
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- Bot routing is no longer a silent no-op. `Engine::ChangeStrategy` dispatches on the
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first character of the strategy name and ignores anything without a `+`/`-`/`~`/`?`
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prefix, so the bare `"new rpg"` calls did nothing. Now sends `"+new rpg"`, and only
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to the non-combat engine, which is the only engine `AiFactory` ever adds it to.
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- Temporary node lifetime is no longer 1000x too long. The `respawnTime` argument to
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`Map::SummonGameObject` reaches `GameObject::SetRespawnTime(int32)`, which is in
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seconds; the module was passing milliseconds, turning a 20-minute event into a
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~14-day one. Nodes never expired on their own.
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- A config reload during a live event no longer orphans its gameobjects. `LoadConfig`
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cleared the tracked node list without despawning, leaving nodes in the world with
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nothing left to remove them.
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- Nodes are placed on real ground. Spawns previously reused the anchor's exact Z for
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every scattered X/Y, so on sloped terrain they floated or sank. Placement now probes
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ground height, rejects cliffs and lower floors, requires line of sight to the anchor,
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and retries a few times before giving up on a node.
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### Changed
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- Node scatter uses a square-root radius so points spread evenly across the disc
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instead of bunching near the anchor.
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- `DespawnHotspotNodes` resolves the map once instead of per node, and warns if the
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map cannot be resolved.
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- Dropped the redundant `SetRespawnTime` / `SetSpawnedByDefault` calls after
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`Map::SummonGameObject`, which already does both.
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## [Unreleased]
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### Added
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@ -32,6 +32,14 @@ namespace
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{
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static char const* const GoldRushLogFilter = "module.goldrush";
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// Node placement tuning.
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static constexpr uint8 MaxPlacementAttempts = 8; // candidate spots tried per node
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static constexpr float HeightProbeUp = 5.0f; // start the ground probe above the anchor
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static constexpr float HeightSearchDist = 50.0f; // how far down the probe may search
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static constexpr float MaxVerticalDrift = 20.0f; // reject ground this far off the anchor's
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// Mirrors INVALID_HEIGHT from GridTerrainData.h without taking a dependency on that header.
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static constexpr float InvalidHeightSentinel = -99999.0f;
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struct GoldRushSite
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{
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std::string ZoneLabel;
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@ -144,6 +152,18 @@ class GoldRushManager
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public:
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void LoadConfig()
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{
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// A config reload (or `.reload config`) used to wipe the tracked node list while an
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// event was live, orphaning every temporary gameobject in the world with no owner
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// left to despawn it. Tear the running event down first, then rebuild state.
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if (_active)
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{
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LOG_INFO(GoldRushLogFilter, "Gold Rush config reload during an active event; despawning {} temporary node(s) and releasing routed bots first.",
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_spawnedNodes.size());
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DespawnHotspotNodes();
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ClearBotRouting();
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}
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_config.Enabled = sConfigMgr->GetOption<bool>("GoldRush.Enable", true);
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_config.VerboseLogging = sConfigMgr->GetOption<bool>("GoldRush.VerboseLogging", false);
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_config.MinIntervalMs = sConfigMgr->GetOption<uint32>("GoldRush.MinIntervalMinutes", 120) * MINUTE * IN_MILLISECONDS;
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@ -844,7 +864,14 @@ private:
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nodeCount, oreEntries.size(), herbEntries.size(), fallbackEntries.size());
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}
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// Map::SummonGameObject feeds this straight into GameObject::SetRespawnTime(int32),
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// which is measured in SECONDS. Passing milliseconds made every node live ~14 days
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// instead of the configured duration, so nothing ever expired on its own.
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uint32 const nodeLifetimeSeconds = std::max<uint32>(1, _config.DurationMs / IN_MILLISECONDS);
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constexpr float twoPi = 6.28318530717958647692f;
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float const anchorZ = anchor->GetPositionZ();
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for (uint32 i = 0; i < nodeCount; ++i)
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{
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std::vector<uint32> const* pool = nullptr;
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@ -861,25 +888,53 @@ private:
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continue;
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uint32 entry = Acore::Containers::SelectRandomContainerElement(*pool);
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// Try a handful of candidate spots; a node that cannot be placed on real ground
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// within line of sight of the anchor is skipped rather than left floating.
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for (uint8 attempt = 0; attempt < MaxPlacementAttempts; ++attempt)
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{
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float angle = RandomFloat(0.0f, twoPi);
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float distance = RandomFloat(0.0f, _config.SpawnRadius);
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// sqrt() spreads points evenly across the disc; a plain uniform radius piles
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// most of them near the anchor.
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float distance = _config.SpawnRadius * std::sqrt(RandomFloat(0.0f, 1.0f));
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float x = anchor->GetPositionX() + (std::cos(angle) * distance);
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float y = anchor->GetPositionY() + (std::sin(angle) * distance);
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float z = anchor->GetPositionZ();
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if (GameObject* go = map->SummonGameObject(entry, x, y, z, anchor->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, _config.DurationMs, true))
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{
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go->SetRespawnTime(_config.DurationMs);
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go->SetSpawnedByDefault(false);
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float z = map->GetHeight(x, y, anchorZ + HeightProbeUp, true, HeightSearchDist);
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if (z <= InvalidHeightSentinel)
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continue;
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// Reject cliff faces, rooftops and lower floors picked up by the probe.
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if (std::fabs(z - anchorZ) > MaxVerticalDrift)
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continue;
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if (!anchor->IsWithinLOS(x, y, z + 1.0f))
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continue;
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GameObject* go = map->SummonGameObject(entry, x, y, z, anchor->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, nodeLifetimeSeconds, true);
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if (!go)
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continue;
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// Map::SummonGameObject already applied the respawn time and cleared
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// spawned-by-default; re-doing it here is redundant.
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_spawnedNodes.push_back({ go->GetGUID(), entry });
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++_telemetry.NodesSpawned;
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if (_config.VerboseLogging)
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{
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LOG_INFO(GoldRushLogFilter, "Gold Rush node spawned: entry {} at ({:.2f}, {:.2f}, {:.2f}) on map {}.",
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entry, x, y, z, map->GetId());
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LOG_INFO(GoldRushLogFilter, "Gold Rush node spawned: entry {} at ({:.2f}, {:.2f}, {:.2f}) on map {} after {} attempt(s).",
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entry, x, y, z, map->GetId(), attempt + 1);
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}
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break;
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}
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}
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if (_config.VerboseLogging && _spawnedNodes.size() < nodeCount)
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{
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LOG_INFO(GoldRushLogFilter, "Gold Rush placed {} of {} requested node(s); the rest found no valid ground near the anchor.",
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_spawnedNodes.size(), nodeCount);
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}
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return !_spawnedNodes.empty();
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@ -887,20 +942,24 @@ private:
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void DespawnHotspotNodes()
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{
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Map* map = sMapMgr->FindMap(_currentSite.MapId, 0);
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if (!map && !_spawnedNodes.empty())
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{
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LOG_WARN(GoldRushLogFilter, "Gold Rush could not resolve map {} to despawn {} temporary node(s); they will expire on their own respawn timer.",
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_currentSite.MapId, _spawnedNodes.size());
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}
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for (SpawnedNode const& node : _spawnedNodes)
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{
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if (!node.Guid)
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if (!node.Guid || !map)
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continue;
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if (Map* map = sMapMgr->FindMap(_currentSite.MapId, 0))
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{
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if (GameObject* go = map->GetGameObject(node.Guid))
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{
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go->DespawnOrUnsummon();
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++_telemetry.NodesRemoved;
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}
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}
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}
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_spawnedNodes.clear();
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}
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@ -957,8 +1016,12 @@ private:
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{
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WorldPosition pos(_hotspot.GetMapId(), _hotspot.GetPositionX(), _hotspot.GetPositionY(), _hotspot.GetPositionZ());
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botAI->rpgInfo.ChangeToGoGrind(pos);
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botAI->ChangeStrategy("new rpg", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("new rpg", BOT_STATE_COMBAT);
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// Engine::ChangeStrategy dispatches on the first character and ignores any
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// name without a +/-/~/? prefix, so the old bare "new rpg" calls were silent
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// no-ops. "new rpg" is a non-combat strategy (AiFactory only ever adds it to
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// the non-combat engine), so the old BOT_STATE_COMBAT call was wrong as well.
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botAI->ChangeStrategy("+new rpg", BOT_STATE_NON_COMBAT);
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_routedBotIds.insert(bot->GetGUID().GetCounter());
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++routedCount;
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@ -1015,6 +1078,9 @@ private:
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if (!bot)
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continue;
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// Only the rpg target is cleared. "new rpg" is part of the bots' default
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// non-combat loadout when AiPlayerbot.EnableNewRpgStrategy is on, so removing
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// it here would strip behaviour the module never granted.
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if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot))
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botAI->rpgInfo.ChangeToIdle();
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