Updating documentaiton

This commit is contained in:
Dustin Hendrickson
2025-05-27 16:41:15 -07:00
parent cfaf1415ee
commit 39a2f76f13
3 changed files with 297 additions and 29 deletions

View File

@@ -78,6 +78,7 @@ BotLevelBrackets.FullDebugMode | Enables full debug logging for th
BotLevelBrackets.LiteDebugMode | Enables lite debug logging for the Bot Level Brackets module. | 0 | 0 (off) / 1 (on)
BotLevelBrackets.CheckFrequency | Frequency (in seconds) at which the bot level distribution check is performed. | 300 | Positive Integer
BotLevelBrackets.CheckFlaggedFrequency | Frequency (in seconds) at which the bot level reset is performed for flagged bots that initially failed safety checks. | 15 | Positive Integer
BotLevelBrackets.FlaggedProcessLimit | Maximum number of flagged bots to process per pending level change step. | | Positive Integer
BotLevelBrackets.Dynamic.UseDynamicDistribution | Enables dynamic recalculation of bot distribution percentages based on non-bot player counts per bracket. | 0 | 0 (off) / 1 (on)
BotLevelBrackets.Dynamic.RealPlayerWeight | Multiplier applied to each real player's contribution (active only if dynamic distribution is enabled). | 1.0 | Floating point number
BotLevelBrackets.Dynamic.SyncFactions | Enables synchronized brackets and weighting between Alliance and Horde factions when Dynamic Distribution is also enabled. | 0 | 0 (off) / 1 (on)

View File

@@ -37,7 +37,7 @@ BotLevelBrackets.CheckFrequency = 300
BotLevelBrackets.CheckFlaggedFrequency = 15
# BotLevelBrackets.FlaggedProcessLimit
# Description: Maximum number of flagged bots to process per flagged check step.
# Description: Maximum number of flagged bots to process per pending level change step.
# 0 = unlimited (process all flagged bots each step)
# Default: 5
BotLevelBrackets.FlaggedProcessLimit = 5

View File

@@ -60,7 +60,6 @@ static bool g_UseDynamicDistribution = false;
static bool g_IgnoreFriendListed = true;
static uint32 g_FlaggedProcessLimit = 5; // 0 = unlimited
// Real player weight to boost bracket contributions.
static float g_RealPlayerWeight = 1.0f;
@@ -84,9 +83,19 @@ struct PendingResetEntry
static std::vector<PendingResetEntry> g_PendingLevelResets;
// -----------------------------------------------------------------------------
// Loads the configuration from the config file.
// -----------------------------------------------------------------------------
/**
* @brief Loads and initializes the configuration for player bot level brackets.
*
* This function reads various configuration options related to bot level brackets from the server's configuration manager.
* It sets global variables that control the behavior of bot distribution, debug modes, dynamic distribution, and level ranges
* for both Alliance and Horde factions. The function also loads the minimum and maximum levels for random bots, the number of
* level brackets, and the desired percentage of bots per bracket for each faction.
*
* If the SyncFactions option is enabled, the function ensures that the bracket definitions (number, lower, and upper bounds)
* match exactly between Alliance and Horde. If a mismatch is detected, the server will log a fatal error and terminate.
*
* After loading and validating the configuration, the function calls ClampAndBalanceBrackets() to finalize bracket setup.
*/
static void LoadBotLevelBracketsConfig()
{
g_BotLevelBracketsEnabled = sConfigMgr->GetOption<bool>("BotLevelBrackets.Enabled", true);
@@ -149,9 +158,19 @@ static void LoadBotLevelBracketsConfig()
ClampAndBalanceBrackets();
}
// -----------------------------------------------------------------------------
// BOT DETECTION HELPERS
// -----------------------------------------------------------------------------
/**
* @brief Checks if the given player is a bot.
*
* This function checks if the provided Player pointer is valid and if it has an associated PlayerbotAI instance
* that indicates it is a bot. It returns true if the player is a bot, false otherwise.
*
* @param player Pointer to the Player object to check.
* @return true if the player is a bot, false otherwise.
*/
static bool IsPlayerBot(Player* player)
{
if (!player)
@@ -162,6 +181,16 @@ static bool IsPlayerBot(Player* player)
return botAI && botAI->IsBotAI();
}
/**
* @brief Checks if the given player is a random bot.
*
* This function verifies whether the provided Player pointer refers to a random bot
* managed by the RandomPlayerbotMgr. If the player pointer is null, it returns false.
*
* @param player Pointer to the Player object to check.
* @return true if the player is a random bot, false otherwise.
*/
static bool IsPlayerRandomBot(Player* player)
{
if (!player)
@@ -171,16 +200,44 @@ static bool IsPlayerRandomBot(Player* player)
return sRandomPlayerbotMgr->IsRandomBot(player);
}
/**
* @brief Checks if the given Player bot belongs to the Alliance team.
*
* This function verifies that the provided Player pointer is valid and
* determines whether the bot's team ID corresponds to the Alliance faction.
*
* @param bot Pointer to the Player object representing the bot.
* @return true if the bot is a member of the Alliance team, false otherwise.
*/
static bool IsAlliancePlayerBot(Player* bot)
{
return bot && (bot->GetTeamId() == TEAM_ALLIANCE);
}
/**
* @brief Checks if the given Player bot belongs to the Horde team.
*
* This function verifies that the provided Player pointer is valid and
* determines whether the bot's team ID corresponds to the Horde faction.
*
* @param bot Pointer to the Player object representing the bot.
* @return true if the bot is a member of the Horde team, false otherwise.
*/
static bool IsHordePlayerBot(Player* bot)
{
return bot && (bot->GetTeamId() == TEAM_HORDE);
}
/**
* @brief Logs the number of player bots at each level if full debug mode is enabled.
*
* This function iterates through all players in the world, counts the number of bots at each level,
* and logs the results. Only bots that are currently in the world are considered. The logging occurs
* only if the global debug mode flag `g_BotDistFullDebugMode` is set to true.
*/
static void LogAllBotLevels()
{
if (g_BotDistFullDebugMode)
@@ -206,6 +263,16 @@ static void LogAllBotLevels()
}
}
/**
* @brief Removes a bot from the list of pending level resets.
*
* This function searches the global g_PendingLevelResets container for any entries
* that match the provided bot's GUID and removes them. It is used to ensure that
* a bot is no longer scheduled for a pending level reset.
*
* @param bot Pointer to the Player object representing the bot to remove.
*/
static void RemoveBotFromPendingResets(Player* bot)
{
ObjectGuid guid = bot->GetGUID();
@@ -220,9 +287,16 @@ static void RemoveBotFromPendingResets(Player* bot)
}
// -----------------------------------------------------------------------------
// Loads the friend guid(s) from character_social into array
// -----------------------------------------------------------------------------
/**
* @brief Loads the list of social friend GUIDs from the database into the global g_SocialFriendsList.
*
* This function clears the existing g_SocialFriendsList and queries the CharacterDatabase
* for all GUIDs marked as friends (flags = 1) in the character_social table. Each retrieved
* GUID is added to the g_SocialFriendsList vector. If full debug mode is enabled, the function
* logs the loading process and each GUID added.
*
* The function returns immediately if the query fails or if no results are found.
*/
static void LoadSocialFriendList()
{
g_SocialFriendsList.clear();
@@ -252,10 +326,16 @@ static void LoadSocialFriendList()
} while (result->NextRow());
}
// -----------------------------------------------------------------------------
// Loads the guild IDs of real players into a global set.
// This is used to check if a bot is in a guild with at least one real player online.
// -----------------------------------------------------------------------------
/**
* @brief Populates the global set of real player guild IDs from the provided player map.
*
* Iterates through the given map of players, and for each player that is not a bot and is currently in the world,
* retrieves their guild ID. If the guild ID is non-zero, it is added to the global set of real player guild IDs.
* The global set is cleared before population.
*
* @param players An unordered map associating ObjectGuids with Player pointers to process.
*/
static void LoadRealPlayerGuildIds(const std::unordered_map<ObjectGuid, Player*>& players)
{
g_RealPlayerGuildIds.clear();
@@ -278,8 +358,18 @@ static void LoadRealPlayerGuildIds(const std::unordered_map<ObjectGuid, Player*>
}
// Returns the index of the level bracket that the given level belongs to.
// If the bot is out of range, it returns -1
/**
* @brief Returns the index of the level range that contains the specified level for the given team.
*
* This function checks if the provided level is within the allowed random bot level range.
* It then searches through the level ranges specific to the team (Alliance or Horde) and returns
* the index of the range that contains the given level. If the level is not within any range or
* the team ID is invalid, it returns -1.
*
* @param level The level to check.
* @param teamID The team identifier (TEAM_ALLIANCE or TEAM_HORDE).
* @return int The index of the matching level range, or -1 if not found or out of bounds.
*/
static int GetLevelRangeIndex(uint8 level, uint8 teamID)
{
if (level < g_RandomBotMinLevel || level > g_RandomBotMaxLevel)
@@ -311,13 +401,35 @@ static int GetLevelRangeIndex(uint8 level, uint8 teamID)
return -1;
}
// Returns a random level within the provided range.
/**
* @brief Returns a random level within the specified range.
*
* This function generates a random unsigned 8-bit integer (uint8) between the lower and upper bounds
* (inclusive) defined in the provided LevelRangeConfig structure.
*
* @param range The LevelRangeConfig structure containing the lower and upper bounds for the level range.
* @return uint8 A random level within the specified range [range.lower, range.upper].
*/
static uint8 GetRandomLevelInRange(const LevelRangeConfig& range)
{
return urand(range.lower, range.upper);
}
// Adjusts a bot's level by selecting a random level within the target range.
/**
* @brief Adjusts the level of a player bot to fit within a specified level range bracket.
*
* This function ensures that the given bot is valid, in the world, and not in the process of logging out or being removed.
* It then checks if the target range index is valid and, if the bot is mounted, dismounts it.
* For Death Knight bots, it enforces a minimum level of 55, skipping adjustment if the target range is below this threshold.
* The bot's level is then randomized within the specified range, and the bot is re-randomized using PlayerbotFactory.
* Debug information is logged if enabled, and a system message is sent to the bot to notify about the level reset.
*
* @param bot Pointer to the Player object representing the bot to adjust.
* @param targetRangeIndex Index of the target level range in the factionRanges array.
* @param factionRanges Pointer to an array of LevelRangeConfig structures defining level brackets for the bot's faction.
*/
static void AdjustBotToRange(Player* bot, int targetRangeIndex, const LevelRangeConfig* factionRanges)
{
if (!bot || !bot->IsInWorld() || !bot->GetSession() || bot->GetSession()->isLogingOut() || bot->IsDuringRemoveFromWorld())
@@ -382,9 +494,17 @@ static void AdjustBotToRange(Player* bot, int targetRangeIndex, const LevelRange
ChatHandler(bot->GetSession()).SendSysMessage("[mod-bot-level-brackets] Your level has been reset.");
}
// -----------------------------------------------------------------------------
// HELPER FUNCTION: Check if a bot is in a guild with at least one real player online.
// -----------------------------------------------------------------------------
/**
* @brief Checks if the given bot is in a guild that contains at least one real player.
*
* This function verifies several conditions to ensure the bot is valid and currently in the world,
* has an active session, is not logging out, and is not in the process of being removed from the world.
* It then checks if the bot is part of a guild and whether that guild is known to contain real players.
*
* @param bot Pointer to the Player object representing the bot.
* @return true if the bot is in a guild with at least one real player, false otherwise.
*/
static bool BotInGuildWithRealPlayer(Player* bot)
{
if (!bot || !bot->IsInWorld() || !bot->GetSession() || bot->GetSession()->isLogingOut() || bot->IsDuringRemoveFromWorld())
@@ -399,6 +519,19 @@ static bool BotInGuildWithRealPlayer(Player* bot)
return g_RealPlayerGuildIds.count(guildId) > 0;
}
/**
* @brief Checks if the given bot is present in any real player's friends list.
*
* This function verifies if the provided bot player is valid, currently in the world,
* has an active session, is not logging out, and is not being removed from the world.
* It then iterates through the global friends list to determine if the bot's GUID
* matches any entry, indicating that the bot is on a real player's friends list.
* If debug mode is enabled, it logs additional information when a match is found.
*
* @param bot Pointer to the Player object representing the bot to check.
* @return true if the bot is on a real player's friends list, false otherwise.
*/
static bool BotInFriendList(Player* bot)
{
if (!bot || !bot->IsInWorld() || !bot->GetSession() || bot->GetSession()->isLogingOut() || bot->IsDuringRemoveFromWorld())
@@ -420,6 +553,24 @@ static bool BotInFriendList(Player* bot)
return false;
}
/**
* @brief Clamps and balances the level brackets for Alliance and Horde bot distributions.
*
* This function ensures that the lower and upper bounds of each level bracket for both Alliance and Horde
* are within the allowed minimum and maximum bot levels. If a bracket's lower bound exceeds its upper bound,
* its desired percentage is set to zero. After clamping, the function checks if the sum of desired percentages
* for each faction equals 100. If not, and the total is greater than zero, it auto-adjusts the percentages
* upwards (one at a time, round-robin) until the sum reaches 100. Debug information is logged if enabled.
*
* Globals used:
* - g_AllianceLevelRanges: Array of Alliance level brackets.
* - g_HordeLevelRanges: Array of Horde level brackets.
* - g_NumRanges: Number of level brackets.
* - g_RandomBotMinLevel: Minimum allowed bot level.
* - g_RandomBotMaxLevel: Maximum allowed bot level.
* - g_BotDistFullDebugMode: Debug mode flag.
*/
static void ClampAndBalanceBrackets()
{
for (uint8 i = 0; i < g_NumRanges; ++i)
@@ -499,9 +650,25 @@ static void ClampAndBalanceBrackets()
}
}
// -----------------------------------------------------------------------------
// SAFETY CHECKS FOR LEVEL RESET
// -----------------------------------------------------------------------------
/**
* @brief Checks if a bot is in a safe state to perform a level reset.
*
* This function verifies several conditions to ensure that the provided bot is safe for a level reset operation.
* The checks include:
* - The bot pointer and its session are valid and not in the process of logging out or being removed from the world.
* - The bot is currently in the world and alive.
* - The bot is not in combat.
* - The bot is not in a battleground, arena, random dungeon, or battleground queue.
* - The bot is not in flight.
* - If the bot is in a group, all group members must also be bots.
*
* If any of these conditions are not met, the function returns false. If debugging is enabled via
* g_BotDistFullDebugMode, detailed log messages are generated for each failure case.
*
* @param bot Pointer to the Player object representing the bot.
* @return true if the bot is safe for level reset, false otherwise.
*/
static bool IsBotSafeForLevelReset(Player* bot)
{
if (!bot || !bot->GetSession() || bot->GetSession()->isLogingOut() || bot->IsDuringRemoveFromWorld())
@@ -570,8 +737,25 @@ static bool IsBotSafeForLevelReset(Player* bot)
return true;
}
// Global container to hold bots flagged for pending level reset.
// Each entry is a pair: the bot and the target level range index along with a pointer to the faction config.
/**
* @brief Processes the pending level reset requests for player bots.
*
* This function iterates through the global list of pending level resets (`g_PendingLevelResets`)
* and attempts to reset the level of each eligible bot to a specified range. The function enforces
* a configurable limit (`g_FlaggedProcessLimit`) on the number of resets processed per cycle.
*
* Bots are skipped and removed from the pending list if:
* - The bot is not found or not in the world.
* - The bot's session is invalid, logging out, or being removed from the world.
* - The bot is in a guild with real players and `g_IgnoreGuildBotsWithRealPlayers` is enabled.
* - The bot is in a friend list and `g_IgnoreFriendListed` is enabled.
*
* If a bot is eligible and safe for a level reset, its level is adjusted to the target range using
* `AdjustBotToRange`. Debug information is logged if `g_BotDistFullDebugMode` is enabled.
*
* The function returns immediately if there are no pending resets.
*/
static void ProcessPendingLevelResets()
{
if (g_BotDistFullDebugMode)
@@ -634,10 +818,17 @@ static void ProcessPendingLevelResets()
}
}
// This function returns a valid bracket index for the given player's level.
// If the player's level is out of range (GetLevelRangeIndex returns -1),
// it computes the closest valid bracket using the provided factionRanges,
// flags the player for a pending reset by adding it to g_PendingLevelResets,
/**
* @brief Determines the level bracket index for a given player or flags the player for a level reset if not in any bracket.
*
* This function attempts to find the appropriate level range (bracket) for the specified player based on their level and faction.
* If the player is not currently within any defined bracket, the function finds the closest bracket and flags the player for a level reset,
* ensuring that each player is only flagged once. The function returns the index of the bracket if found, or -1 if the player is not in any bracket.
*
* @param player Pointer to the Player object whose bracket is to be determined.
* @return int The index of the level bracket if found, otherwise -1.
*/
static int GetOrFlagPlayerBracket(Player* player)
{
int rangeIndex = GetLevelRangeIndex(player->GetLevel(), player->GetTeamId());
@@ -705,14 +896,49 @@ static int GetOrFlagPlayerBracket(Player* player)
return -1;
}
// -----------------------------------------------------------------------------
// WORLD SCRIPT: Bot Level Distribution with Faction Separation
// -----------------------------------------------------------------------------
/**
* @class BotLevelBracketsWorldScript
* @brief WorldScript implementation for dynamic bot level bracket distribution in AzerothCore.
*
* This script manages the distribution of player bots across predefined level brackets for both Alliance and Horde factions.
* It dynamically adjusts the desired percentage of bots in each bracket based on the real player population, ensuring a balanced
* and realistic distribution of bots throughout the server. The script also handles pending level resets for bots to move them
* between brackets as needed.
*
* Key Features:
* - Loads configuration and social data on startup.
* - Periodically recalculates desired bot distribution based on real player bracket counts.
* - Supports both synchronized and separate faction weighting modes.
* - Efficiently redistributes surplus bots to underpopulated brackets, flagging them for level reset.
* - Skips bots in guilds with real players or on friend lists if configured.
* - Provides detailed debug logging for all major operations and decisions.
*
* Main Methods:
* - OnStartup(): Loads configuration and logs initial state.
* - OnUpdate(uint32 diff): Periodically checks and adjusts bot distribution, processes pending level resets.
*
* Member Variables:
* - m_timer: Tracks time for periodic distribution adjustments.
* - m_flaggedTimer: Tracks time for processing pending level resets.
*/
class BotLevelBracketsWorldScript : public WorldScript
{
public:
BotLevelBracketsWorldScript() : WorldScript("BotLevelBracketsWorldScript"), m_timer(0), m_flaggedTimer(0) { }
/**
* @brief Called when the module is started up.
*
* This function initializes the Bot Level Brackets module by loading configuration
* and social friend list data. It checks if the module is enabled via configuration,
* and logs a message if it is disabled. If debug modes are enabled, it logs detailed
* information about the module's configuration, including check frequencies and
* desired percentage distributions for Alliance and Horde level ranges.
*/
void OnStartup() override
{
LoadBotLevelBracketsConfig();
@@ -738,6 +964,30 @@ public:
}
}
/**
* @brief Periodically updates the bot level bracket distribution for player bots.
*
* This function is called on a timed interval and is responsible for:
* - Checking if the bot level bracket system is enabled.
* - Managing timers for regular and flagged bot checks.
* - Processing pending level resets for bots flagged for redistribution.
* - Gathering all players and updating guild and friend list caches.
* - If dynamic distribution is enabled, recalculates the desired percentage of bots per level bracket
* based on the current distribution of real players, optionally syncing between factions.
* - For each faction (Alliance and Horde):
* - Counts the actual number of bots in each level bracket.
* - Determines the desired number of bots per bracket based on the calculated percentages.
* - Identifies surplus bots in overpopulated brackets and flags them for level reset to underpopulated brackets,
* prioritizing "safe" bots (those eligible for immediate reset) and then flagged bots.
* - Updates internal counts to reflect pending redistributions.
* - Provides detailed debug logging if enabled, including before and after distributions.
*
* The function ensures that the distribution of player bots across level brackets remains balanced
* according to the current configuration and real player population, improving the gameplay experience.
*
* @param diff The time in milliseconds since the last update call.
*/
void OnUpdate(uint32 diff) override
{
if (!g_BotLevelBracketsEnabled)
@@ -978,7 +1228,6 @@ public:
LOG_INFO("server.loading", "[BotLevelBrackets] =========================================");
}
// Process Alliance bots.
// Process Alliance bots.
if (totalAllianceBots > 0)
{
@@ -1256,6 +1505,17 @@ private:
uint32 m_flaggedTimer; // For pending reset checks
};
/**
* @class BotLevelBracketsPlayerScript
* @brief Handles player-specific logic for the Player Bot Level Brackets module.
*
* This script is attached to player events and is responsible for managing
* bot-related state when a player logs out. Specifically, it ensures that
* any bot associated with the player is removed from pending reset operations.
*
* @see PlayerScript
*/
class BotLevelBracketsPlayerScript : public PlayerScript
{
public:
@@ -1267,9 +1527,16 @@ public:
}
};
// -----------------------------------------------------------------------------
// ENTRY POINT: Register the Bot Level Distribution Module
// -----------------------------------------------------------------------------
/**
* @brief Registers the world and player scripts for the Player Bot Level Brackets module.
*
* This function instantiates and adds the BotLevelBracketsWorldScript and BotLevelBracketsPlayerScript
* to the script system, enabling custom logic for player bot level brackets within the game world.
*/
void Addmod_player_bot_level_bracketsScripts()
{
new BotLevelBracketsWorldScript();