19 Commits

Author SHA1 Message Date
Dustin Hendrickson
4d6e972f01 Merge pull request #59 from DustinHendrickson/Dustin/GuildFixes
Dustin/guild fixes
2025-07-31 20:28:15 -07:00
Dustin Hendrickson
d39fd3dc6f Fixes for the guild stuff 2025-07-31 20:22:00 -07:00
Dustin Hendrickson
a5227128ea Fixes for the guild stuff 2025-07-31 20:00:43 -07:00
Dustin Hendrickson
e4e27846f5 Fixes for the guild stuff 2025-07-31 19:57:11 -07:00
Dustin Hendrickson
49b6c1b586 Merge pull request #58 from DustinHendrickson/Dustin/GuildWork
Fixing some issues with tables
2025-07-31 17:37:39 -07:00
Dustin Hendrickson
81ada34e4a Fixing some issues with tables 2025-07-31 17:37:22 -07:00
Dustin Hendrickson
c34da488f5 Merge pull request #57 from DustinHendrickson/Dustin/GuildWork
Fixing some issues with tables
2025-07-31 17:35:23 -07:00
Dustin Hendrickson
6e7c2ff273 Fixing some issues with tables 2025-07-31 17:34:56 -07:00
Dustin Hendrickson
2127d281a6 Merge pull request #56 from DustinHendrickson/Dustin/GuildWork
Fixing some issues with tables
2025-07-31 17:25:38 -07:00
Dustin Hendrickson
5c79ed4cb1 Fixing some issues with tables 2025-07-31 17:24:14 -07:00
Dustin Hendrickson
d47770584b Merge pull request #55 from DustinHendrickson/Dustin/GuildWork
Updating readme and conf
2025-07-31 16:31:24 -07:00
Dustin Hendrickson
9d8e55e0e2 Updating readme and conf 2025-07-31 16:30:56 -07:00
Dustin Hendrickson
ea93ce96fa Merge pull request #54 from DustinHendrickson/Dustin/GuildWork
Addiing support for offline real palyer guild exclusion
2025-07-31 16:24:16 -07:00
Dustin Hendrickson
89fd5268c9 Addiing support for offline real palyer guild exclusion 2025-07-31 16:21:20 -07:00
Dustin Hendrickson
12aac35118 Merge pull request #52 from DustinHendrickson/Dustin/DocUpdated
Clarifying how Dynamic Scaling and player weight works
2025-07-12 11:15:24 -07:00
Dustin Hendrickson
8b91c9549b update 2025-07-12 11:14:41 -07:00
Dustin Hendrickson
813a042b11 Clarifying how Dynamic Scaling and player weight works 2025-07-12 11:10:44 -07:00
Dustin Hendrickson
417aa84e9c Merge pull request #51 from DustinHendrickson/Dustin/ExtraSafetyChecks
Exclusion list
2025-07-05 12:30:14 -07:00
Dustin Hendrickson
8cb77796bb Exclusion list 2025-07-05 12:27:37 -07:00
4 changed files with 323 additions and 12 deletions

View File

@@ -21,7 +21,7 @@ Features
- **Death Knight Level Safeguard:**
Death Knight bots are enforced a minimum level of 55.
- **Guild Bot Exclusion:**
When enabled, bots that are in a guild with at least one real (non-bot) player online are excluded from bot bracket calculations and will not be adjusted.
When enabled, bots that are in a guild with at least one real (non-bot) player are excluded from bot bracket calculations and will not be adjusted. This feature now uses persistent database tracking to work for both online and offline real players.
- **Friend List Exclusion:**
When enabled, bots that are on real players' friend lists are excluded from level bracket adjustments.
- **Dynamic Distribution:**
@@ -79,12 +79,14 @@ 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.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.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.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.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.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.IgnoreGuildBotsWithRealPlayers | Excludes bots in a guild with at least one real (non-bot) player online from adjustments. | 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)
BotLevelBrackets.GuildTrackerUpdateFrequency | Frequency (in seconds) at which the persistent guild tracker database is updated to track guilds with real players. | 600 | Positive Integer
BotLevelBrackets.NumRanges | Number of level brackets used for bot distribution. Both factions must have the same number defined. | 9 | Positive Integer
BotLevelBrackets.ExcludeNames | Comma-separated list of case insensitive bot names to exclude from all bracket checks. | | String
**IMPORTANT:** If you extend the number of brackets beyond the default 9, you must update both your `mod_player_bot_level_brackets.conf` file and the accompanying `mod_player_bot_level_brackets.conf.dist` file to include configuration lines for the additional ranges (e.g. Range10, Range11, etc.), ensuring that the sum of the Pct values remains 100.

View File

@@ -44,12 +44,20 @@ BotLevelBrackets.FlaggedProcessLimit = 5
#
# BotLevelBrackets.IgnoreGuildBotsWithRealPlayers
# Description: When enabled, bots that are in a guild with at least one real (non-bot) player online are excluded
# Description: When enabled, bots that are in a guild with at least one real (non-bot) player are excluded
# from bot bracket calculations and will not be level changed or flagged.
# This now works for both online and offline real players using persistent database tracking.
# Default: 1 (enabled)
# Valid values: 0 (disabled) / 1 (enabled)
BotLevelBrackets.IgnoreGuildBotsWithRealPlayers = 1
#
# BotLevelBrackets.GuildTrackerUpdateFrequency
# Description: The frequency (in seconds) at which the persistent guild tracker database is updated.
# This tracks which guilds have real players even when they are offline.
# Default: 600 (10 minutes)
BotLevelBrackets.GuildTrackerUpdateFrequency = 600
#
# BotLevelBrackets.IgnoreFriendListed
# Description: Ignore bots that are on real players friend's lists from any brackets.
@@ -57,6 +65,11 @@ BotLevelBrackets.IgnoreGuildBotsWithRealPlayers = 1
# Valid values: 0 (off) / 1 (on)
BotLevelBrackets.IgnoreFriendListed = 1
# BotLevelBrackets.ExcludeNames
# Description: Comma-separated list of case insensitive bot names to exclude from all bracket checks.
# Default: ""
BotLevelBrackets.ExcludeNames =
#
# BotLevelBrackets.NumRanges
# Description: The number of level brackets used for bot distribution.
@@ -77,12 +90,24 @@ BotLevelBrackets.NumRanges = 9
# Valid values: 0 (off) / 1 (on)
BotLevelBrackets.Dynamic.UseDynamicDistribution = 0
#
# BotLevelBrackets.Dynamic.RealPlayerWeight
# Description: A multiplier applied to each real player's contribution in their level bracket.
# When combined with inverse scaling by total player count, a higher value significantly boosts the effective weight
# of a real player when few are online.
# Default: 1.0
# Description: This setting controls how much extra weight is given to brackets (level ranges) that contain real (non-bot) players, when dynamic distribution is enabled.
# 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.
# 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.
# 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.
# What to expect:
# - With 1.0 (default): If 6/10 real players are in one bracket, that bracket gets about 12.77% of bots. All-empty brackets get about 10.69% each.
# - With 3.0: Same scenario: bracket gets about 15.73% of bots. All-empty brackets: 9.93% each.
# - With 5.0: Bracket with 6/10 real players gets 18.31%. All-empty brackets: 9.28% each.
# - If all real players are in one bracket and weight is 5.0, that bracket gets about 21.56% of bots (others: 9.80% each).
# - With 0.0: Every bracket always gets the same number of bots (e.g., 11.11% each for 9 brackets).
# Formula (per bracket):
# bracket_weight = 1.0 + (RealPlayerWeight × (1 / TotalRealPlayers) × log(1 + RealPlayersInBracket))
# All bracket weights are normalized to total 100%.
# Default: 1.0
BotLevelBrackets.Dynamic.RealPlayerWeight = 1.0
#

View File

@@ -0,0 +1,12 @@
-- Bot Level Brackets Guild Tracker Table
-- This table tracks guilds that have real (non-bot) players to prevent bot level changes
-- when real players are in the guild, even when they are offline.
DROP TABLE IF EXISTS `bot_level_brackets_guild_tracker`;
CREATE TABLE `bot_level_brackets_guild_tracker` (
`guild_id` int(10) unsigned NOT NULL COMMENT 'Guild ID from guild table',
`has_real_players` tinyint(1) NOT NULL DEFAULT '0' COMMENT 'Whether this guild has real (non-bot) players',
`last_updated` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP COMMENT 'Last time this record was updated',
PRIMARY KEY (`guild_id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci COMMENT='Tracks guilds with real players for bot level bracket restrictions';

View File

@@ -21,6 +21,7 @@
#include "Player.h"
// Forward declarations.
class Guild;
static bool IsAlliancePlayerBot(Player* bot);
static bool IsHordePlayerBot(Player* bot);
static void ClampAndBalanceBrackets();
@@ -54,6 +55,7 @@ static std::vector<LevelRangeConfig> g_HordeLevelRanges;
static uint32 g_BotDistCheckFrequency = 300; // in seconds
static uint32 g_BotDistFlaggedCheckFrequency = 15; // in seconds
static uint32 g_GuildTrackerUpdateFrequency = 600; // in seconds (10 minutes)
static bool g_BotDistFullDebugMode = false;
static bool g_BotDistLiteDebugMode = false;
static bool g_UseDynamicDistribution = false;
@@ -71,9 +73,15 @@ static bool g_SyncFactions = false;
// Array for character social list friends
std::vector<int> g_SocialFriendsList;
// Array for excluded bot names.
static std::vector<std::string> g_ExcludeBotNames;
// Array for real player guild IDs.
std::unordered_set<uint32> g_RealPlayerGuildIds;
// Persistent guild tracker - stores guild IDs that have real players (from database)
std::unordered_set<uint32> g_PersistentRealPlayerGuildIds;
struct PendingResetEntry
{
ObjectGuid botGuid;
@@ -105,12 +113,24 @@ static void LoadBotLevelBracketsConfig()
g_BotDistLiteDebugMode = sConfigMgr->GetOption<bool>("BotLevelBrackets.LiteDebugMode", false);
g_BotDistCheckFrequency = sConfigMgr->GetOption<uint32>("BotLevelBrackets.CheckFrequency", 300);
g_BotDistFlaggedCheckFrequency = sConfigMgr->GetOption<uint32>("BotLevelBrackets.CheckFlaggedFrequency", 15);
g_GuildTrackerUpdateFrequency = sConfigMgr->GetOption<uint32>("BotLevelBrackets.GuildTrackerUpdateFrequency", 600);
g_UseDynamicDistribution = sConfigMgr->GetOption<bool>("BotLevelBrackets.Dynamic.UseDynamicDistribution", false);
g_RealPlayerWeight = sConfigMgr->GetOption<float>("BotLevelBrackets.Dynamic.RealPlayerWeight", 1.0f);
g_SyncFactions = sConfigMgr->GetOption<bool>("BotLevelBrackets.Dynamic.SyncFactions", false);
g_IgnoreFriendListed = sConfigMgr->GetOption<bool>("BotLevelBrackets.IgnoreFriendListed", true);
g_FlaggedProcessLimit = sConfigMgr->GetOption<uint32>("BotLevelBrackets.FlaggedProcessLimit", 5);
std::string excludeNames = sConfigMgr->GetOption<std::string>("BotLevelBrackets.ExcludeNames", "");
g_ExcludeBotNames.clear();
std::istringstream f(excludeNames);
std::string s;
while (getline(f, s, ',')) {
s.erase(std::remove_if(s.begin(), s.end(), ::isspace), s.end());
if (!s.empty()) {
g_ExcludeBotNames.push_back(s);
}
}
// Load the bot level restrictions.
g_RandomBotMinLevel = static_cast<uint8>(sConfigMgr->GetOption<uint32>("AiPlayerbot.RandomBotMinLevel", 1));
g_RandomBotMaxLevel = static_cast<uint8>(sConfigMgr->GetOption<uint32>("AiPlayerbot.RandomBotMaxLevel", 80));
@@ -327,6 +347,180 @@ static void LoadSocialFriendList()
}
/**
* @brief Loads the persistent guild tracker data from the database.
*
* This function queries the bot_level_brackets_guild_tracker table to load all guild IDs
* that have real players. This provides persistent storage of guild status even when
* real players are offline. The data is loaded into g_PersistentRealPlayerGuildIds.
*/
static void LoadPersistentGuildTracker()
{
g_PersistentRealPlayerGuildIds.clear();
QueryResult result = CharacterDatabase.Query("SELECT guild_id FROM bot_level_brackets_guild_tracker WHERE has_real_players = 1");
if (!result)
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] No guilds with real players found in persistent storage.");
}
return;
}
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Loading persistent guild tracker data from database...");
}
do
{
uint32 guildId = result->Fetch()->Get<uint32>();
g_PersistentRealPlayerGuildIds.insert(guildId);
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Loaded guild {} as having real players.", guildId);
}
} while (result->NextRow());
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Loaded {} guilds with real players from persistent storage.", g_PersistentRealPlayerGuildIds.size());
}
}
/**
* @brief Updates the persistent guild tracker database with current guild status.
*
* This function adds guilds to the tracker when real players are found online in them.
* It never removes guilds from the tracker when players log off - this prevents bot level
* changes from occurring when real players go offline but are still members of the guild.
*/
static void UpdatePersistentGuildTracker()
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Starting additive-only persistent guild tracker update...");
}
// Find guilds with currently online real players
std::unordered_set<uint32> currentRealPlayerGuilds;
const auto& allPlayers = ObjectAccessor::GetPlayers();
for (const auto& itr : allPlayers)
{
Player* player = itr.second;
if (!player || !player->IsInWorld())
continue;
if (!IsPlayerBot(player))
{
uint32 guildId = player->GetGuildId();
if (guildId != 0)
{
currentRealPlayerGuilds.insert(guildId);
}
}
}
uint32 addedCount = 0;
// Update or insert guilds with real players - ensure has_real_players is set to 1
for (uint32 guildId : currentRealPlayerGuilds)
{
// Use REPLACE INTO to update existing records or insert new ones
CharacterDatabase.Execute(
"REPLACE INTO bot_level_brackets_guild_tracker (guild_id, has_real_players) "
"VALUES ({}, 1)",
guildId
);
// Add to our in-memory cache
g_PersistentRealPlayerGuildIds.insert(guildId);
addedCount++;
}
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Additive guild tracker update complete. {} guilds processed, {} total tracked guilds.",
addedCount, g_PersistentRealPlayerGuildIds.size());
}
}
/**
* @brief Checks and removes guilds from tracker that no longer have any real players online.
*
* This function scans all guilds currently in the tracker and removes any that don't have
* real players online. This is useful for cleaning up after players leave guilds.
* Should be called manually or as needed, not automatically on logout.
*/
static void CleanupGuildTracker()
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Starting guild tracker cleanup - removing guilds with no online real players...");
}
// Get current guilds with online real players
std::unordered_set<uint32> currentRealPlayerGuilds;
const auto& allPlayers = ObjectAccessor::GetPlayers();
for (const auto& itr : allPlayers)
{
Player* player = itr.second;
if (!player || !player->IsInWorld())
continue;
if (!IsPlayerBot(player))
{
uint32 guildId = player->GetGuildId();
if (guildId != 0)
{
currentRealPlayerGuilds.insert(guildId);
}
}
}
// Find guilds to remove (those in tracker but not in current real player guilds)
std::vector<uint32> guildsToRemove;
for (uint32 trackedGuildId : g_PersistentRealPlayerGuildIds)
{
if (currentRealPlayerGuilds.find(trackedGuildId) == currentRealPlayerGuilds.end())
{
guildsToRemove.push_back(trackedGuildId);
}
}
// Remove guilds that no longer have real players online
uint32 removedCount = 0;
for (uint32 guildId : guildsToRemove)
{
// Remove from database
CharacterDatabase.Execute(
"UPDATE bot_level_brackets_guild_tracker SET has_real_players = 0 WHERE guild_id = {}",
guildId
);
// Remove from in-memory caches
g_PersistentRealPlayerGuildIds.erase(guildId);
g_RealPlayerGuildIds.erase(guildId);
removedCount++;
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Removed guild {} from tracker - no real players online.", guildId);
}
}
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Guild tracker cleanup complete. {} guilds removed, {} guilds remain.",
removedCount, g_PersistentRealPlayerGuildIds.size());
}
}
/**
* @brief Populates the global set of real player guild IDs from the provided player map.
*
@@ -516,7 +710,8 @@ static bool BotInGuildWithRealPlayer(Player* bot)
{
return false;
}
return g_RealPlayerGuildIds.count(guildId) > 0;
// Check both online real players and persistent database storage
return g_RealPlayerGuildIds.count(guildId) > 0 || g_PersistentRealPlayerGuildIds.count(guildId) > 0;
}
@@ -737,6 +932,32 @@ static bool IsBotSafeForLevelReset(Player* bot)
return true;
}
/**
* @brief Checks if a given bot is in the exclusion list for bracket processing.
*
* This function determines whether the provided bot's name matches any entry in the global
* exclusion list `g_ExcludeBotNames`, which is populated from the BotLevelBrackets.ExcludeNames config.
* If a match is found, this bot will not be considered for any bracket checks or level resets.
*
* @param bot Pointer to the Player object representing the bot to check.
* @return true if the bot is excluded from bracket processing, false otherwise.
*/
static bool IsBotExcluded(Player* bot)
{
if (!bot)
{
return false;
}
const std::string& name = bot->GetName();
for (const auto& excluded : g_ExcludeBotNames)
{
if (excluded == name)
{
return true;
}
}
return false;
}
/**
* @brief Processes the pending level reset requests for player bots.
@@ -788,6 +1009,12 @@ static void ProcessPendingLevelResets()
continue;
}
if (IsBotExcluded(bot))
{
it = g_PendingLevelResets.erase(it);
continue;
}
int targetRange = it->targetRange;
if (g_IgnoreGuildBotsWithRealPlayers && BotInGuildWithRealPlayer(bot))
{
@@ -831,6 +1058,11 @@ static void ProcessPendingLevelResets()
*/
static int GetOrFlagPlayerBracket(Player* player)
{
if (IsPlayerBot(player) && IsBotExcluded(player))
{
return -1;
}
int rangeIndex = GetLevelRangeIndex(player->GetLevel(), player->GetTeamId());
if (rangeIndex >= 0)
{
@@ -928,7 +1160,7 @@ static int GetOrFlagPlayerBracket(Player* player)
class BotLevelBracketsWorldScript : public WorldScript
{
public:
BotLevelBracketsWorldScript() : WorldScript("BotLevelBracketsWorldScript"), m_timer(0), m_flaggedTimer(0) { }
BotLevelBracketsWorldScript() : WorldScript("BotLevelBracketsWorldScript"), m_timer(0), m_flaggedTimer(0), m_guildTrackerTimer(0) { }
/**
* @brief Called when the module is started up.
@@ -943,6 +1175,7 @@ public:
{
LoadBotLevelBracketsConfig();
LoadSocialFriendList();
LoadPersistentGuildTracker();
if (!g_BotLevelBracketsEnabled)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Module disabled via configuration.");
@@ -997,6 +1230,7 @@ public:
m_timer += diff;
m_flaggedTimer += diff;
m_guildTrackerTimer += diff;
if (m_flaggedTimer >= g_BotDistFlaggedCheckFrequency * 1000)
{
@@ -1008,6 +1242,16 @@ public:
m_flaggedTimer = 0;
}
if (m_guildTrackerTimer >= g_GuildTrackerUpdateFrequency * 1000)
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Guild Tracker Update Triggering.");
}
UpdatePersistentGuildTracker();
m_guildTrackerTimer = 0;
}
if (m_timer < g_BotDistCheckFrequency * 1000)
{
return;
@@ -1172,6 +1416,14 @@ public:
}
continue;
}
if (IsBotExcluded(player))
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Skipping excluded bot '{}'.", player->GetName());
}
continue;
}
if (g_IgnoreGuildBotsWithRealPlayers && BotInGuildWithRealPlayer(player))
{
continue;
@@ -1500,9 +1752,29 @@ public:
}
}
/**
* @brief Manually trigger guild tracker cleanup.
*
* This function can be called to remove guilds from the tracker that no longer have
* real players online. This is useful after players leave guilds to ensure accurate
* tracking and allow bot level changes in guilds that truly have no real players.
*
* Call this periodically or when you know players have left guilds to clean up the tracker.
*/
void ManualGuildTrackerCleanup()
{
if (!g_BotLevelBracketsEnabled || !g_IgnoreGuildBotsWithRealPlayers)
{
return;
}
CleanupGuildTracker();
}
private:
uint32 m_timer; // For distribution adjustments
uint32 m_flaggedTimer; // For pending reset checks
uint32 m_guildTrackerTimer; // For guild tracker updates
};