Align playerbots structure database to azeroth core structure#2141
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Wishmaster117 wants to merge 14 commits intomod-playerbots:test-stagingfrom
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Master update from Test-staging: Fix ObjectAccessor retrieval, optimize EquipActions, and implement RaidBossHelpers
…To-AzerothCore-Structure
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This reverts commit c86032f.
Master update from Test staging
hermensbas
previously approved these changes
Feb 24, 2026
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3 tasks
Update master from Test staging and Core Update
…Database-To-AzerothCore-Structure
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Is this PR still being tested? |
…rbots-Structure-Database-To-AzerothCore-Structure
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Conflicts solved and new sql files added |
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Pull Request
This PR aligns mod-playerbots database handling with AzerothCore’s standard database pipeline and folder conventions.
What this change does
Why it is needed
The previous module layout and execution order could lead to:
This change makes the database workflow predictable, reproducible, and consistent with AzerothCore’s expectations.
Important
This PR must be merged together with the Azerothcore PR:
mod-playerbots/azerothcore-wotlk#168
Design Philosophy
We prioritize stability, performance, and predictability over behavioral realism.
Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and
long-term robustness.
Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all
participants. Because every action and
decision tree is executed per bot and per trigger, even small increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead.
Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the default configuration must remain the lightweight decision
model. More complex behavior should only be
available as an explicit opt-in option, clearly documented as having a measurable performance cost.
Principles:
Stability before intelligence
A stable system is always preferred over a smarter one.
Performance is a shared resource
Any increase in bot cost affects all players and all bots.
Simple logic scales better than smart logic
Predictable behavior under load is more valuable than perfect decisions.
Complexity must justify itself
If a feature cannot clearly explain its cost, it should not exist.
Defaults must be cheap
Expensive behavior must always be optional and clearly communicated.
Bots should look reasonable, not perfect
The goal is believable behavior, not human simulation.
Before submitting, confirm that this change aligns with those principles.
Feature Evaluation
Please answer the following:
Minimum logic required
Cheapest acceptable implementation
Runtime cost
How to Test the Changes
A) Fresh installation (empty databases)
Start worldserver.
Expected results:
B) Existing server upgrade (databases already populated)
C) Manual rebuild scripts (only when explicitly needed)
Complexity & Impact
Does this change add new decision branches?
Does this change increase per-bot or per-tick processing?
Could this logic scale poorly under load?
Defaults & Configuration
Does this change modify default bot behavior?
If this introduces more advanced or AI-heavy logic:
AI Assistance
Was AI assistance (e.g. ChatGPT or similar tools) used while working on this change?
Final Checklist
Notes for Reviewers
Why some files were created
Some SQL had to be converted into dated update files to guarantee ordering and safety:
Why some SQL was moved to _manual
Certain legacy scripts are effectively full rebuild operations (DROP tables / re-seed large datasets / one-shot rebuild logic).
Automatically applying those via the update system would be risky for existing servers.
They were moved under _manual so operators can:
What should focus on