41 Commits

Author SHA1 Message Date
Dustin Hendrickson
3f64862503 Merge pull request #76 from DustinHendrickson/Dustin/BugFixes
Adding in world check
2025-12-11 10:06:45 -06:00
Dustin Hendrickson
6a33cb3257 Adding in world check 2025-12-11 10:06:18 -06:00
Dustin Hendrickson
a926792857 Merge pull request #75 from DustinHendrickson/Dustin/BugFixes
Dustin/bug fixes
2025-12-11 09:57:24 -06:00
Dustin Hendrickson
1faa24cf15 Adding in world check 2025-12-11 09:34:18 -06:00
Dustin Hendrickson
11dc0941fd Adding group check 2025-12-11 09:29:02 -06:00
Dustin Hendrickson
6152f9e77e Merge pull request #73 from DustinHendrickson/Dustin/BugFixes
Fixing a DK edgecase
2025-12-04 16:07:23 -06:00
Dustin Hendrickson
a33f0ca354 Fixing a DK edgecase 2025-12-04 16:05:06 -06:00
Dustin Hendrickson
10c47670cf Merge pull request #71 from DustinHendrickson/Dustin/BugFixes
Dustin/bug fixes
2025-11-16 10:37:03 -06:00
Dustin Hendrickson
d3ab2c899f Adding Arena Team exclusion, on by default 2025-11-16 10:32:58 -06:00
Dustin Hendrickson
d45213c360 Fixing persistance esge case issue 2025-11-16 10:22:20 -06:00
Dustin Hendrickson
93989a902f Merge pull request #66 from DustinHendrickson/Dustin/FixesAndReload
Dustin/fixes and reload
2025-10-18 14:48:12 -05:00
Dustin Hendrickson
0d78babe57 Cleanup 2025-10-18 14:45:13 -05:00
Dustin Hendrickson
82d83f64a4 Urand fix 2025-10-18 14:42:22 -05:00
Dustin Hendrickson
ba34ee7908 Urand fix 2025-10-18 14:36:06 -05:00
Dustin Hendrickson
4205db2b0f Urand fix 2025-10-18 14:29:40 -05:00
Dustin Hendrickson
db5499ee72 Urand fix 2025-10-18 14:26:51 -05:00
Dustin Hendrickson
d2e3ad166c Urand fix 2025-10-18 14:22:16 -05:00
Dustin Hendrickson
e8bf099b03 Urand fix 2025-10-18 14:14:25 -05:00
Dustin Hendrickson
74fb4876f5 Adding reload command 2025-10-18 14:09:37 -05:00
Dustin Hendrickson
8669a4dbcb Adding some fixes 2025-10-18 14:08:01 -05:00
Dustin Hendrickson
a5eb4c6855 Merge pull request #63 from DustinHendrickson/revert-62-feat/ignore_arena_team
Revert "feat: ignore arena team for downgrade"

Players reporting this broke processing. Noticed some weird stuff when I re-reviewed it. Reverting.
2025-10-11 22:22:20 -05:00
Dustin Hendrickson
af1ee91c17 Revert "feat: ignore arena team for downgrade" 2025-10-11 22:21:15 -05:00
Dustin Hendrickson
827ae6ac12 Merge pull request #62 from jl178/feat/ignore_arena_team
feat: ignore arena team for downgrade
2025-10-03 09:13:51 -05:00
Jered Little
402556fc36 feat: ignore arena team for downgrade 2025-10-02 09:23:31 -06:00
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
4 changed files with 431 additions and 53 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:**
@@ -79,11 +79,12 @@ 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 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 = 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.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

View File

@@ -44,12 +44,29 @@ 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.IgnoreArenaTeamBots
# Description: When enabled, bots that are members of arena teams are excluded from bot bracket calculations
# and will not be level changed or flagged. This prevents bots in arena teams from being
# changed, which would break team compositions.
# Default: 1 (enabled)
# Valid values: 0 (disabled) / 1 (enabled)
BotLevelBrackets.IgnoreArenaTeamBots = 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.
@@ -77,17 +94,29 @@ BotLevelBrackets.NumRanges = 9
#
# BotLevelBrackets.Dynamic.UseDynamicDistribution
# 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)
# 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 = 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.
# 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

@@ -2,6 +2,7 @@
#include "Player.h"
#include "ObjectMgr.h"
#include "Chat.h"
#include "CommandScript.h"
#include "Log.h"
#include "PlayerbotAI.h"
#include "PlayerbotMgr.h"
@@ -19,8 +20,13 @@
#include "QueryResult.h"
#include <string>
#include "Player.h"
#include "PlayerbotAIConfig.h"
#include "ArenaTeamMgr.h"
using namespace Acore::ChatCommands;
// Forward declarations.
class Guild;
static bool IsAlliancePlayerBot(Player* bot);
static bool IsHordePlayerBot(Player* bot);
static void ClampAndBalanceBrackets();
@@ -47,6 +53,8 @@ static uint8 g_RandomBotMaxLevel = 80;
static bool g_BotLevelBracketsEnabled = true;
// Ignore bots in guilds with a real player online. Default is true.
static bool g_IgnoreGuildBotsWithRealPlayers = true;
// Ignore bots in arena teams. Default is true.
static bool g_IgnoreArenaTeamBots = true;
// Use vectors to store the level ranges.
static std::vector<LevelRangeConfig> g_AllianceLevelRanges;
@@ -54,6 +62,7 @@ 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;
@@ -69,7 +78,7 @@ static float g_RealPlayerWeight = 1.0f;
static bool g_SyncFactions = false;
// Array for character social list friends
std::vector<int> g_SocialFriendsList;
std::vector<uint64> g_SocialFriendsList;
// Array for excluded bot names.
static std::vector<std::string> g_ExcludeBotNames;
@@ -77,6 +86,9 @@ 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;
@@ -103,11 +115,13 @@ static void LoadBotLevelBracketsConfig()
{
g_BotLevelBracketsEnabled = sConfigMgr->GetOption<bool>("BotLevelBrackets.Enabled", true);
g_IgnoreGuildBotsWithRealPlayers = sConfigMgr->GetOption<bool>("BotLevelBrackets.IgnoreGuildBotsWithRealPlayers", true);
g_IgnoreArenaTeamBots = sConfigMgr->GetOption<bool>("BotLevelBrackets.IgnoreArenaTeamBots", true);
g_BotDistFullDebugMode = sConfigMgr->GetOption<bool>("BotLevelBrackets.FullDebugMode", false);
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);
@@ -245,39 +259,6 @@ 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.
*
@@ -332,7 +313,7 @@ static void LoadSocialFriendList()
do
{
uint32 socialFriendGUID = result->Fetch()->Get<uint32>();
g_SocialFriendsList.push_back(socialFriendGUID);
g_SocialFriendsList.push_back(static_cast<uint64>(socialFriendGUID));
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.load", "[BotLevelBrackets] Adding GUID {} to Social Friend List", socialFriendGUID);
@@ -341,6 +322,180 @@ 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.
*
@@ -484,16 +639,40 @@ static void AdjustBotToRange(Player* bot, int targetRangeIndex, const LevelRange
{
lowerBound = 55;
}
if (lowerBound > upperBound)
{
return;
}
newLevel = urand(lowerBound, upperBound);
}
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);
newFactory.Randomize(false);
// Force reset talents if equipment persistence is enabled and bot rolled to max level
// This is to fix an issue with Playerbots and how Randomization works with Equipment Persistence
if (newLevel == g_RandomBotMaxLevel && sPlayerbotAIConfig->equipmentPersistence)
{
PlayerbotFactory tempFactory(bot, newLevel);
tempFactory.InitTalentsTree(false, true, true);
}
if (g_BotDistFullDebugMode)
{
PlayerbotAI* botAI = sPlayerbotsMgr->GetPlayerbotAI(bot);
@@ -530,7 +709,8 @@ 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;
}
@@ -568,6 +748,30 @@ static bool BotInFriendList(Player* bot)
}
/**
* @brief Checks if the given bot is a member of any arena team.
*
* This function verifies that the provided Player pointer is valid and
* checks all arena team slots to see if the bot is in any arena team.
*
* @param bot Pointer to the Player object representing the bot.
* @return true if the bot is in an arena team, false otherwise.
*/
static bool BotInArenaTeam(Player* bot)
{
if (!bot)
return false;
for (uint32 slot = 0; slot < MAX_ARENA_SLOT; ++slot)
{
if (ArenaTeam* team = sArenaTeamMgr->GetArenaTeamById(bot->GetArenaTeamId(slot)))
{
return true;
}
}
return false;
}
/**
* @brief Clamps and balances the level brackets for Alliance and Horde bot distributions.
*
@@ -738,7 +942,7 @@ static bool IsBotSafeForLevelReset(Player* bot)
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && !IsPlayerBot(member))
if (member && member->IsInWorld() && !IsPlayerBot(member))
{
if (g_BotDistFullDebugMode)
{
@@ -847,6 +1051,32 @@ static void ProcessPendingLevelResets()
continue;
}
if (g_IgnoreArenaTeamBots && BotInArenaTeam(bot))
{
it = g_PendingLevelResets.erase(it);
continue;
}
// Check if bot is now in a group with real players
if (Group* group = bot->GetGroup())
{
bool hasRealPlayer = false;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && member->IsInWorld() && !IsPlayerBot(member))
{
hasRealPlayer = true;
break;
}
}
if (hasRealPlayer)
{
it = g_PendingLevelResets.erase(it);
continue;
}
}
if (bot && bot->IsInWorld() && IsBotSafeForLevelReset(bot))
{
AdjustBotToRange(bot, targetRange, it->factionRanges);
@@ -882,6 +1112,37 @@ static int GetOrFlagPlayerBracket(Player* player)
return -1;
}
if (IsPlayerBot(player) && g_IgnoreGuildBotsWithRealPlayers && BotInGuildWithRealPlayer(player))
{
return -1;
}
if (IsPlayerBot(player) && g_IgnoreArenaTeamBots && BotInArenaTeam(player))
{
return -1;
}
// Check if bot is in a group with real players - if so, exclude from bracket processing
if (IsPlayerBot(player))
{
if (Group* group = player->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && member->IsInWorld() && !IsPlayerBot(member))
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] GetOrFlagPlayerBracket: Bot {} (Level {}) is in group with real player {} - excluding from bracket processing.",
player->GetName(), player->GetLevel(), member->GetName());
}
return -1;
}
}
}
}
int rangeIndex = GetLevelRangeIndex(player->GetLevel(), player->GetTeamId());
if (rangeIndex >= 0)
{
@@ -910,6 +1171,13 @@ static int GetOrFlagPlayerBracket(Player* player)
{
continue;
}
// Skip brackets that Death Knights cannot be assigned to (upper bound < 55)
if (player->getClass() == CLASS_DEATH_KNIGHT && factionRanges[i].upper < 55)
{
continue;
}
int diff = 0;
if (player->GetLevel() < factionRanges[i].lower)
{
@@ -979,7 +1247,7 @@ 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.
@@ -994,6 +1262,7 @@ public:
{
LoadBotLevelBracketsConfig();
LoadSocialFriendList();
LoadPersistentGuildTracker();
if (!g_BotLevelBracketsEnabled)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Module disabled via configuration.");
@@ -1048,6 +1317,7 @@ public:
m_timer += diff;
m_flaggedTimer += diff;
m_guildTrackerTimer += diff;
if (m_flaggedTimer >= g_BotDistFlaggedCheckFrequency * 1000)
{
@@ -1059,6 +1329,16 @@ 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;
@@ -1168,6 +1448,9 @@ public:
applyWeights(g_AllianceLevelRanges, allianceWeights);
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
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
@@ -1239,6 +1522,10 @@ public:
{
continue;
}
if (g_IgnoreArenaTeamBots && BotInArenaTeam(player))
{
continue;
}
if (IsAlliancePlayerBot(player))
{
totalAllianceBots++;
@@ -1559,9 +1846,29 @@ 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
};
@@ -1586,18 +1893,47 @@ 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
// -----------------------------------------------------------------------------
/**
* @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
* to the script system, enabling custom logic for player bot level brackets within the game world.
* This function instantiates and adds the BotLevelBracketsWorldScript, BotLevelBracketsPlayerScript,
* 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()
{
new BotLevelBracketsWorldScript();
new BotLevelBracketsPlayerScript();
new BotLevelBracketsCommandScript();
}