Release Healer Man 0.1.54
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@@ -282,18 +282,22 @@ under `parties/<party-id>/` and adds these suite-level files:
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`totalHealing` and `totalHealingReceived` are the corresponding absolute
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values across the included runs. Reports created before target attribution
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was added remain readable but require a rerun to populate healing received.
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- Ability `activeRuns` counts simulations with at least one cast, hit, damage,
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healing, overheal, or absorb event. `usageRate` divides that by every run for
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that build; `damageShare` divides the ability's effective damage by the
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class/spec's total effective damage. `available · unused` means the ability
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was learned and executable at the tested level/talent setup but emitted no
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combat event. This is a review signal, not proof of an AI defect: resurrection,
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- Ability `activeRuns` counts simulations with at least one cast, completed
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non-throughput release, hit, damage, healing, overheal, or absorb event.
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Completed resource, aura, pet, and summon actions are recorded as casts even
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though they create no immediate throughput event. `usageRate` divides that by
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every run for that build; `damageShare` divides the ability's effective
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damage by the class/spec's total effective damage. `available · unused` means
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the ability was learned and executable at the tested level/talent setup but
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emitted no combat event. This is a review signal, not proof of an AI defect:
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resurrection,
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execute, interrupt, dispel, emergency, and long-cooldown abilities can be
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legitimately unused when their condition never occurs.
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- Companion AI currently applies several instant attacks directly and therefore
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may emit hits/damage without a separate cast event. Use **Active runs** and
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**Hits** as the authoritative usage indicators; use **Casts** and **Casts/min**
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as additional detail, especially for the active-player benchmark controller.
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as additional detail, especially for the active-player benchmark controller
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and non-throughput actions.
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- Boss pressure flags in a party report compare DTPS with the non-zero median
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boss for that exact party. Suite boss flags compare across all generated
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parties. Suite class/spec flags compare DPS with every observed spec from the
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@@ -337,12 +341,15 @@ remains the class's primary resource. A completed companion cast resolves the
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member's currently learned rank before applying its effects, so cast-time spell
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damage and healing cannot fall back to rank one.
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`playerbots-inspired-v2` keeps level-10-and-up non-healer builds on their
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`playerbots-inspired-v3` keeps level-10-and-up non-healer builds on their
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specialization's authored damage priority whenever that build knows a profile
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damage action. Reactive interrupts, taunts, control, and defenses still take
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precedence. Bear and Cat actions are isolated to their matching Feral specs;
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Overpower, Revenge, and Victory Rush require an explicitly modeled trigger;
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and Drain Soul, Hammer of Wrath, and Kill Shot obey their target-health gates.
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Incidental DBC aura categories cannot outrank explicit profile actions. Rage and
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Runic Power generated during an action persist without erasing that action's
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cooldown/GCD, and short-range melee abilities use companion combat reach.
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## Code map
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@@ -1,6 +1,8 @@
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# Combat rotation matrix
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Healer Man uses AzerothCore playerbots commit `531282e` as a read-only behavioral reference. The implementation is an independent TypeScript policy over Healer Man's executable catalog, not a port of playerbots C++.
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Healer Man uses AzerothCore playerbots commit `531282e` as a read-only behavioral reference. The complete historical checkout is available locally at `../wow-pvt-server-backups-2/azerothcore-wotlk/modules/mod-playerbots`; do not modify it or treat it as the active project. The implementation is an independent TypeScript policy over Healer Man's executable catalog, not a port of playerbots C++.
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The most useful upstream starting points are `src/Ai/Class/<Class>/Strategy/` for actions, triggers, and relative priorities; `conf/playerbots.conf.dist` for the level-60 and level-80 PvE talent build links; `src/PlayerbotAIConfig.cpp` for parsing those links; and `src/Bot/Factory/PlayerbotFactory.cpp` plus `src/Mgr/Talent/Talentspec.cpp` for level-aware talent application. Translate these inputs through Healer Man's own talent legality, executable-effect, resource, encounter-state, and deterministic-simulation rules rather than copying C++ behavior literally.
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| Concern | Playerbots behavior translated into Healer Man |
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| --- | --- |
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@@ -16,6 +18,14 @@ Healer Man uses AzerothCore playerbots commit `531282e` as a read-only behaviora
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| Combo points | Builders run below four points; finishers require at least four points on the current target. |
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| Major cooldowns | Offensive cooldowns of 60 seconds or longer are held for bosses or durable targets. |
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`playerbots-inspired-v3` also generates legal level-scaled talent plans for all
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31 classic specializations. Each level-80 plan spends 51 points in the selected
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tree and 20 in a compatible secondary tree, prefers executable active talents
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and their prerequisites, and sanitizes obsolete imported prerequisite links.
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Runtime resource generation is actor-authoritative without erasing the action's
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cooldown/GCD, and companion melee abilities share the formation combat-reach
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leeway already used by weapon swings.
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CoA and Runes of Magic builds use the same semantic rules when no classic profile applies. Runes of Magic candidates include primary, secondary-general, and primary/secondary elite skills through `abilitiesForCharacter`.
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## Classic specialization profiles
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@@ -24,9 +34,9 @@ The leftmost available action wins after reactive rules, learned-talent gating,
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| Class | Specialization | Maintenance and core priority |
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| --- | --- | --- |
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| Warrior | Arms | Battle Stance; Mortal Strike; Rend; Overpower; Execute; Slam; Heroic Strike |
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| Warrior | Fury | Berserker Stance; Bloodthirst; Whirlwind; Execute; Sunder Armor; Heroic Strike |
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| Warrior | Protection | Defensive Stance; Shield Slam; Revenge; Devastate; Thunder Clap; Sunder Armor; Heroic Strike |
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| Warrior | Arms | Battle Stance; Bloodrage; Rend; Mortal Strike; Overpower; Execute; Slam; Heroic Strike |
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| Warrior | Fury | Berserker/Battle Stance; Bloodrage; Bloodthirst; Whirlwind; Execute; Sunder Armor; Heroic Strike |
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| Warrior | Protection | Defensive/Battle Stance; Bloodrage; Shield Slam; Revenge; Devastate; Thunder Clap; Sunder Armor; Heroic Strike |
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| Paladin | Holy | Concentration Aura; Blessing of Might; Holy Shock; Flash of Light; Holy Light; Sacred Shield; Judgement of Light |
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| Paladin | Protection | Devotion Aura; Blessing of Might; Hammer of the Righteous; Shield of Righteousness; Holy Shield; Consecration; Judgement of Wisdom |
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| Paladin | Retribution | Retribution Aura; Blessing of Might; Divine Storm; Crusader Strike; Judgement of Wisdom; Consecration; Exorcism; Hammer of Wrath |
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@@ -40,8 +50,8 @@ The leftmost available action wins after reactive rules, learned-talent gating,
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| Priest | Holy | Inner Fire; Circle of Healing; Prayer of Mending; Flash Heal; Greater Heal; Renew |
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| Priest | Shadow | Shadowform; Inner Fire; Vampiric Touch; Devouring Plague; Shadow Word: Pain; Mind Blast; Mind Flay; Shadow Word: Death |
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| Death Knight | Blood | Frost Presence (Blood Presence fallback); Heart Strike; Death Strike; Icy Touch; Plague Strike; Death Coil |
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| Death Knight | Frost | Blood Presence; Howling Blast; Obliterate; Frost Strike; Icy Touch; Plague Strike |
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| Death Knight | Unholy | Unholy Presence (Blood Presence fallback); Raise Dead; Scourge Strike; Death and Decay; Plague Strike; Icy Touch; Death Coil |
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| Death Knight | Frost | Blood Presence; Icy Touch; Plague Strike; Howling Blast; Frost Strike; Obliterate |
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| Death Knight | Unholy | Unholy Presence (Blood Presence fallback); Raise Dead; Plague Strike; Icy Touch; Scourge Strike; Death Coil; Death and Decay |
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| Shaman | Elemental | Flametongue Weapon (Rockbiter fallback); Lightning Shield; Flame Shock; Lava Burst; Chain Lightning; Lightning Bolt |
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| Shaman | Enhancement | Windfury Weapon (Rockbiter fallback); Lightning Shield; Feral Spirit; Stormstrike; Lava Lash; Earth Shock; Lightning Bolt |
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| Shaman | Restoration | Water Shield; Rockbiter Weapon; Lightning Shield; Riptide; Chain Heal; Lesser Healing Wave; Healing Wave; Earth Shield |
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