Merge pull request #66 from DustinHendrickson/Dustin/FixesAndReload

Dustin/fixes and reload
This commit is contained in:
Dustin Hendrickson
2025-10-18 14:48:12 -05:00
committed by GitHub
3 changed files with 61 additions and 43 deletions

View File

@@ -79,8 +79,8 @@ BotLevelBrackets.LiteDebugMode | Enables lite debug logging for th
BotLevelBrackets.CheckFrequency | Frequency (in seconds) at which the bot level distribution check is performed. | 300 | Positive Integer 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.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. | 5 | Positive Integer BotLevelBrackets.FlaggedProcessLimit | Maximum number of flagged bots to process per pending level change step. | 5 | Positive Integer
BotLevelBrackets.Dynamic.UseDynamicDistribution | Enables dynamic bot distribution: when on, brackets with more real players get a higher share of bots, based on the weight below. | 0 | 0 (off) / 1 (on) BotLevelBrackets.Dynamic.UseDynamicDistribution | Enables dynamic bot distribution: when on, brackets with more real players get a higher share of bots in their level bracket, based on the weight below. | 0 | 0 (off) / 1 (on)
BotLevelBrackets.Dynamic.RealPlayerWeight | Controls how much bots "follow" real player activity when dynamic distribution is enabled. 0.0 = bots always spread evenly; 1.0 = mild effect; higher values = more bots go where players are, but the effect is scaled. | 1.0 | ≥ 0.0 (float) BotLevelBrackets.Dynamic.RealPlayerWeight | Controls how much bots "follow" real player activity when dynamic distribution is enabled. 0.0 = bots always spread evenly; 1.0 = minimal effect; 10.0 = heavy effect; higher values = more bots go where players are, but the effect is scaled. | 1.0 | ≥ 0.0 (float)
BotLevelBrackets.Dynamic.SyncFactions | Enables synchronized brackets and weighting between Alliance and Horde factions when Dynamic Distribution is also enabled. | 0 | 0 (off) / 1 (on) BotLevelBrackets.Dynamic.SyncFactions | Enables synchronized brackets and weighting between Alliance and Horde factions when Dynamic Distribution is also enabled. | 0 | 0 (off) / 1 (on)
BotLevelBrackets.IgnoreFriendListed | Ignores bots that are on real players' friend lists from any bracket calculations. | 1 | 0 (off) / 1 (on) BotLevelBrackets.IgnoreFriendListed | Ignores bots that are on real players' friend lists from any bracket calculations. | 1 | 0 (off) / 1 (on)
BotLevelBrackets.IgnoreGuildBotsWithRealPlayers | Excludes bots in a guild with at least one real (non-bot) player from adjustments. Uses persistent database tracking for both online and offline real players. | 1 | 0 (disabled) / 1 (enabled) BotLevelBrackets.IgnoreGuildBotsWithRealPlayers | Excludes bots in a guild with at least one real (non-bot) player from adjustments. Uses persistent database tracking for both online and offline real players. | 1 | 0 (disabled) / 1 (enabled)

View File

@@ -85,7 +85,7 @@ BotLevelBrackets.NumRanges = 9
# #
# BotLevelBrackets.Dynamic.UseDynamicDistribution # BotLevelBrackets.Dynamic.UseDynamicDistribution
# Description: Enables dynamic recalculation of bot distribution percentages based on the number of non-bot players # Description: Enables dynamic recalculation of bot distribution percentages based on the number of non-bot players
# present in each level bracket. # present in each level bracket. This overrides any custom brackets in the conf.
# Default: 0 (disabled) # Default: 0 (disabled)
# Valid values: 0 (off) / 1 (on) # Valid values: 0 (off) / 1 (on)
BotLevelBrackets.Dynamic.UseDynamicDistribution = 0 BotLevelBrackets.Dynamic.UseDynamicDistribution = 0
@@ -95,7 +95,7 @@ BotLevelBrackets.Dynamic.UseDynamicDistribution = 0
# The higher you set this value, the more bots will move to the same level brackets where real players are found, but the effect is *gentle*, not extreme. # The higher you set this value, the more bots will move to the same level brackets where real players are found, but the effect is *gentle*, not extreme.
# A value of 0.0 means bots always distribute evenly across all brackets, regardless of where players are. The default value of 1.0 gives a mild, balanced effect. # A value of 0.0 means bots always distribute evenly across all brackets, regardless of where players are. The default value of 1.0 gives a mild, balanced effect.
# Raising this to 3.0, 5.0, or higher will make bots concentrate more in brackets with real players. # Raising this to 3.0, 5.0, or higher will make bots concentrate more in brackets with real players.
# The value is a multiplier (not a percent): 0.0 = no extra effect, 1.0 = default, 3.0 = stronger, 5.0 = strong but not extreme. # The value is a multiplier (not a percent): 0.0 = no extra effect, 1.0 = minimal, 3.0 = stronger, 5.0 = strong but not extreme.
# Experiment based on your total bot count and real player counts to find a good number for your server. # Experiment based on your total bot count and real player counts to find a good number for your server.
# If you want a large congestion of bots in your level bracket for solo play I recommend 10-15 for RealPlayerWeight. # If you want a large congestion of bots in your level bracket for solo play I recommend 10-15 for RealPlayerWeight.
# What to expect: # What to expect:

View File

@@ -2,6 +2,7 @@
#include "Player.h" #include "Player.h"
#include "ObjectMgr.h" #include "ObjectMgr.h"
#include "Chat.h" #include "Chat.h"
#include "CommandScript.h"
#include "Log.h" #include "Log.h"
#include "PlayerbotAI.h" #include "PlayerbotAI.h"
#include "PlayerbotMgr.h" #include "PlayerbotMgr.h"
@@ -20,6 +21,8 @@
#include <string> #include <string>
#include "Player.h" #include "Player.h"
using namespace Acore::ChatCommands;
// Forward declarations. // Forward declarations.
class Guild; class Guild;
static bool IsAlliancePlayerBot(Player* bot); static bool IsAlliancePlayerBot(Player* bot);
@@ -71,7 +74,7 @@ static float g_RealPlayerWeight = 1.0f;
static bool g_SyncFactions = false; static bool g_SyncFactions = false;
// Array for character social list friends // Array for character social list friends
std::vector<int> g_SocialFriendsList; std::vector<uint64> g_SocialFriendsList;
// Array for excluded bot names. // Array for excluded bot names.
static std::vector<std::string> g_ExcludeBotNames; static std::vector<std::string> g_ExcludeBotNames;
@@ -251,39 +254,6 @@ static bool IsHordePlayerBot(Player* bot)
} }
/**
* @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)
{
std::map<uint8, uint32> botLevelCount;
for (auto const& itr : ObjectAccessor::GetPlayers())
{
Player* player = itr.second;
if (!player || !player->IsInWorld())
{
continue;
}
if (!IsPlayerBot(player))
{
continue;
}
botLevelCount[player->GetLevel()]++;
}
for (const auto& entry : botLevelCount)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Level {}: {} bots", entry.first, entry.second);
}
}
}
/** /**
* @brief Removes a bot from the list of pending level resets. * @brief Removes a bot from the list of pending level resets.
* *
@@ -338,7 +308,7 @@ static void LoadSocialFriendList()
do do
{ {
uint32 socialFriendGUID = result->Fetch()->Get<uint32>(); uint32 socialFriendGUID = result->Fetch()->Get<uint32>();
g_SocialFriendsList.push_back(socialFriendGUID); g_SocialFriendsList.push_back(static_cast<uint64>(socialFriendGUID));
if (g_BotDistFullDebugMode) if (g_BotDistFullDebugMode)
{ {
LOG_INFO("server.load", "[BotLevelBrackets] Adding GUID {} to Social Friend List", socialFriendGUID); LOG_INFO("server.load", "[BotLevelBrackets] Adding GUID {} to Social Friend List", socialFriendGUID);
@@ -664,11 +634,27 @@ static void AdjustBotToRange(Player* bot, int targetRangeIndex, const LevelRange
{ {
lowerBound = 55; lowerBound = 55;
} }
if (lowerBound > upperBound)
{
return;
}
newLevel = urand(lowerBound, upperBound); newLevel = urand(lowerBound, upperBound);
} }
else else
{ {
newLevel = GetRandomLevelInRange(factionRanges[targetRangeIndex]); const LevelRangeConfig& range = factionRanges[targetRangeIndex];
if (range.lower > range.upper)
{
if (g_BotDistFullDebugMode)
{
std::string playerFaction = IsAlliancePlayerBot(bot) ? "Alliance" : "Horde";
LOG_INFO("server.loading",
"[BotLevelBrackets] AdjustBotToRange: Invalid range {}-{} for {} bot '{}'.",
range.lower, range.upper, playerFaction, bot->GetName());
}
return;
}
newLevel = GetRandomLevelInRange(range);
} }
PlayerbotFactory newFactory(bot, newLevel); PlayerbotFactory newFactory(bot, newLevel);
@@ -1361,6 +1347,9 @@ public:
applyWeights(g_AllianceLevelRanges, allianceWeights); applyWeights(g_AllianceLevelRanges, allianceWeights);
applyWeights(g_HordeLevelRanges, hordeWeights); applyWeights(g_HordeLevelRanges, hordeWeights);
// Ensure brackets respect global min/max levels and percentages sum to 100
ClampAndBalanceBrackets();
// Debug output for new bracket percentages after normalization // Debug output for new bracket percentages after normalization
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode) if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{ {
@@ -1799,18 +1788,47 @@ public:
} }
}; };
/**
* @class BotLevelBracketsCommandScript
* @brief Handles chat commands for the Player Bot Level Brackets module.
*
* This script provides administrative commands to manage the bot level brackets configuration.
*/
class BotLevelBracketsCommandScript : public CommandScript
{
public:
BotLevelBracketsCommandScript() : CommandScript("BotLevelBracketsCommandScript") {}
ChatCommandTable GetCommands() const override
{
static ChatCommandTable commandTable =
{
{ "reload", HandleReloadConfig, SEC_ADMINISTRATOR, Console::No }
};
return commandTable;
}
static bool HandleReloadConfig(ChatHandler* handler)
{
LoadBotLevelBracketsConfig();
handler->SendSysMessage("Bot level brackets config reloaded.");
return true;
}
};
// ----------------------------------------------------------------------------- // -----------------------------------------------------------------------------
// ENTRY POINT: Register the Bot Level Distribution Module // ENTRY POINT: Register the Bot Level Distribution Module
// ----------------------------------------------------------------------------- // -----------------------------------------------------------------------------
/** /**
* @brief Registers the world and player scripts for the Player Bot Level Brackets module. * @brief Registers the world, player, and command scripts for the Player Bot Level Brackets module.
* *
* This function instantiates and adds the BotLevelBracketsWorldScript and BotLevelBracketsPlayerScript * This function instantiates and adds the BotLevelBracketsWorldScript, BotLevelBracketsPlayerScript,
* to the script system, enabling custom logic for player bot level brackets within the game world. * and BotLevelBracketsCommandScript to the script system, enabling custom logic and commands
* for player bot level brackets within the game world.
*/ */
void Addmod_player_bot_level_bracketsScripts() void Addmod_player_bot_level_bracketsScripts()
{ {
new BotLevelBracketsWorldScript(); new BotLevelBracketsWorldScript();
new BotLevelBracketsPlayerScript(); new BotLevelBracketsPlayerScript();
new BotLevelBracketsCommandScript();
} }