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Maintain a working index of playerbot health, mana, regeneration, conditions, recovery actions, and supply policy. Add detail as concrete vertical slices establish reusable boundaries.
This is an umbrella and design notebook, not a commitment to build a generic framework first.
Boundaries to keep separate
The eventual system should separate these concerns without requiring one monolithic manager:
Observe health, mana, soul, food/regeneration, conditions, cooldowns, supplies, attackers, and the current objective.
Assess urgent survival needs separately from ordinary resource maintenance.
Discover and check legality for carried items, runes, spells, passive regeneration, and future recovery methods.
Select legal actions by urgency, expected effect, cooldown, overheal, resource cost, scarcity, and objective reserves.
Interrupt and later resume or abandon combat, navigation, looting, service, quests, and idle objectives.
Verify from observed health, mana, condition, cooldown, and inventory changes.
Plan service/refill before required supplies are exhausted.
Emit stable telemetry for the need, selected method, evidence, result, and fallback.
Candidate slices
Health-potion use and stock replenishment.
Healing spells and runes with vocation, level, magic level, mana, soul, range, and exhaustion requirements.
Mana restoration and offensive/defensive mana reserves.
Food and passive-regeneration policy.
Poison, fire, energy, paralysis, and other condition treatment.
Health and mana bands, hysteresis, and anti-oscillation behavior.
Incoming-damage and available-recovery-throughput assessment.
Disengagement, kiting, and map-derived safe-region retreat.
Objective-specific supply budgets and proactive service triggers.
Post-death state reconciliation; the bot manager still owns relog lifecycle.
These are candidates for focused child issues and PRs, not an ordered implementation checklist.
Constraints that apply to all slices
Use normal player item-use, spell, combat, movement, cooldown, mana, soul, inventory, and condition APIs.
Do not directly mutate gameplay state as bot behavior or parse Lua/XML source text in playerbot code.
Treat missing supplies, cooldowns, unsupported methods, ineffective recovery, and unsafe continuation as explicit policy outcomes.
Keep decisions bounded on the dispatcher/scheduler model for eventual multi-bot scale.
Retain enough objective context to resume only when the interrupted objective is still valid.
Derive capabilities from authoritative loaded runtime data where practical instead of permanent playerbot-only item or spell lists.
Prefer concrete vertical slices over speculative abstractions. Extract common machinery only after multiple real consumers establish it.
server: add playerbot potion healing #45 adds the first global health-maintenance interrupt: carried small health potions, observed-effect verification, and missing-supply service recovery.
Add focused child issues for mana policy, spell capability discovery, condition treatment, regeneration, or retreat when their next bounded milestones are selected.
Current supply policy
Mandatory potion-driven Service uses the two-potion safety floor, not the optional 20-potion shopping target. Eligible unlearned Light Healing temporarily takes priority over that optional stock; larger route reserves remain protected.
Emergency purchases may spend the normal 100-gold cash reserve. A service visit that still leaves safety stock unmet defers unchanged restock attempts until total funds or potion count changes; bank transfers alone are not progress.
A broke bot can earn coins through a supply-fitting recovery hunt capped at 120 seconds. Zero-potion outings budget combined hunt and outbound/depot-return damage only from health above the 80% floor. Unsafe candidates remain excluded.
Potion observations start at hunt-area arrival and account for ending resource debt and level-up restoration. Routine progression, food changes, and depleted mana no longer reject whole observations automatically (Learn global and local potion demand from ordinary hunts #201). Food contexts are pooled; global/local estimates reset with the controller.
Cheaper estimates require sufficient duration and combat exposure, at least 30% health at the 10th percentile, and no interruption, danger, death, or potion exhaustion. Higher measured demand applies immediately. Learn combat costs and explore promising hunts through bounded trials #188 owns later trials and food-specific calibration.
Purpose
Maintain a working index of playerbot health, mana, regeneration, conditions, recovery actions, and supply policy. Add detail as concrete vertical slices establish reusable boundaries.
This is an umbrella and design notebook, not a commitment to build a generic framework first.
Boundaries to keep separate
The eventual system should separate these concerns without requiring one monolithic manager:
Candidate slices
These are candidates for focused child issues and PRs, not an ordered implementation checklist.
Constraints that apply to all slices
Current progress
Current supply policy
Connected work
Update this index as terminology and subsystem boundaries become clearer. Put detailed acceptance criteria in focused child issues.