Files
mod-player-bot-level-brackets/src/mod-player-bot-level-brackets.cpp
2025-07-31 20:22:00 -07:00

1817 lines
71 KiB
C++

#include "ScriptMgr.h"
#include "Player.h"
#include "ObjectMgr.h"
#include "Chat.h"
#include "Log.h"
#include "PlayerbotAI.h"
#include "PlayerbotMgr.h"
#include "RandomPlayerbotMgr.h"
#include "Configuration/Config.h"
#include "AutoMaintenanceOnLevelupAction.h"
#include "Common.h"
#include <vector>
#include <cmath>
#include <utility>
#include <limits>
#include <algorithm>
#include "PlayerbotFactory.h"
#include "DatabaseEnv.h"
#include "QueryResult.h"
#include <string>
#include "Player.h"
// Forward declarations.
class Guild;
static bool IsAlliancePlayerBot(Player* bot);
static bool IsHordePlayerBot(Player* bot);
static void ClampAndBalanceBrackets();
// -----------------------------------------------------------------------------
// LEVEL RANGE CONFIGURATION
// -----------------------------------------------------------------------------
// Same boundaries for both factions; only desired percentages differ.
struct LevelRangeConfig
{
uint8 lower; ///< Lower bound (inclusive)
uint8 upper; ///< Upper bound (inclusive)
uint8 desiredPercent;///< Desired percentage of bots in this range
};
// Instead of a fixed constant, load the number of brackets from configuration.
static uint8 g_NumRanges = 9;
// Global variables to restrict bot levels.
static uint8 g_RandomBotMinLevel = 1;
static uint8 g_RandomBotMaxLevel = 80;
// Enable/disable the mod. Default is true.
static bool g_BotLevelBracketsEnabled = true;
// Ignore bots in guilds with a real player online. Default is true.
static bool g_IgnoreGuildBotsWithRealPlayers = true;
// Use vectors to store the level ranges.
static std::vector<LevelRangeConfig> g_AllianceLevelRanges;
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;
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;
// If true, synchronize bracket logic and real player influence across both factions.
// This option requires both Alliance and Horde bracket definitions to match perfectly.
// When enabled, all real players (regardless of faction) affect the dynamic distribution for both factions.
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;
int targetRange;
const LevelRangeConfig* factionRanges;
};
static std::vector<PendingResetEntry> g_PendingLevelResets;
/**
* @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);
g_IgnoreGuildBotsWithRealPlayers = sConfigMgr->GetOption<bool>("BotLevelBrackets.IgnoreGuildBotsWithRealPlayers", 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);
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));
// Load the custom number of brackets.
g_NumRanges = static_cast<uint8>(sConfigMgr->GetOption<uint32>("BotLevelBrackets.NumRanges", 9));
g_AllianceLevelRanges.resize(g_NumRanges);
g_HordeLevelRanges.resize(g_NumRanges);
// Load Alliance configuration.
for (uint8 i = 0; i < g_NumRanges; ++i)
{
std::string idx = std::to_string(i + 1);
g_AllianceLevelRanges[i].lower = static_cast<uint8>(sConfigMgr->GetOption<uint32>("BotLevelBrackets.Alliance.Range" + idx + ".Lower", (i == 0 ? 1 : i * 10)));
g_AllianceLevelRanges[i].upper = static_cast<uint8>(sConfigMgr->GetOption<uint32>("BotLevelBrackets.Alliance.Range" + idx + ".Upper", (i < g_NumRanges - 1 ? i * 10 + 9 : g_RandomBotMaxLevel)));
g_AllianceLevelRanges[i].desiredPercent = static_cast<uint8>(sConfigMgr->GetOption<uint32>("BotLevelBrackets.Alliance.Range" + idx + ".Pct", 11));
}
// Load Horde configuration.
for (uint8 i = 0; i < g_NumRanges; ++i)
{
std::string idx = std::to_string(i + 1);
g_HordeLevelRanges[i].lower = static_cast<uint8>(sConfigMgr->GetOption<uint32>("BotLevelBrackets.Horde.Range" + idx + ".Lower", (i == 0 ? 1 : i * 10)));
g_HordeLevelRanges[i].upper = static_cast<uint8>(sConfigMgr->GetOption<uint32>("BotLevelBrackets.Horde.Range" + idx + ".Upper", (i < g_NumRanges - 1 ? i * 10 + 9 : g_RandomBotMaxLevel)));
g_HordeLevelRanges[i].desiredPercent = static_cast<uint8>(sConfigMgr->GetOption<uint32>("BotLevelBrackets.Horde.Range" + idx + ".Pct", 11));
}
// If SyncFactions is enabled, ensure bracket definitions match exactly for both factions.
// Any mismatch results in immediate server shutdown with an error message.
if (g_SyncFactions) {
for (uint8 i = 0; i < g_NumRanges; ++i) {
if (g_AllianceLevelRanges[i].lower != g_HordeLevelRanges[i].lower ||
g_AllianceLevelRanges[i].upper != g_HordeLevelRanges[i].upper) {
LOG_ERROR("server.loading", "[BotLevelBrackets] FATAL: Bracket mismatch detected between factions at index {}. "
"Alliance: {}-{}, Horde: {}-{}. "
"When SyncFactions is enabled, both bracket number and min/max levels must match exactly. "
"Check your configuration.",
i, g_AllianceLevelRanges[i].lower, g_AllianceLevelRanges[i].upper,
g_HordeLevelRanges[i].lower, g_HordeLevelRanges[i].upper);
std::terminate();
}
}
}
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)
{
return false;
}
PlayerbotAI* botAI = sPlayerbotsMgr->GetPlayerbotAI(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)
{
return false;
}
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)
{
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.
*
* 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();
g_PendingLevelResets.erase(
std::remove_if(
g_PendingLevelResets.begin(),
g_PendingLevelResets.end(),
[guid](const PendingResetEntry& entry) { return entry.botGuid == guid; }
),
g_PendingLevelResets.end()
);
}
/**
* @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();
QueryResult result = CharacterDatabase.Query("SELECT friend FROM character_social WHERE flags = 1");
if (!result)
{
return;
}
if (result->GetRowCount() == 0)
{
return;
}
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Fetching Social Friend List GUIDs into array");
}
do
{
uint32 socialFriendGUID = result->Fetch()->Get<uint32>();
g_SocialFriendsList.push_back(socialFriendGUID);
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.load", "[BotLevelBrackets] Adding GUID {} to Social Friend List", socialFriendGUID);
}
} while (result->NextRow());
}
/**
* @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.
*
* 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();
for (const auto& itr : players)
{
Player* player = itr.second;
if (!player || !player->IsInWorld())
{
continue;
}
if (!IsPlayerBot(player))
{
uint32 guildId = player->GetGuildId();
if (guildId != 0)
{
g_RealPlayerGuildIds.insert(guildId);
}
}
}
}
/**
* @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)
{
return -1;
}
if (teamID == TEAM_ALLIANCE)
{
for (uint8 i = 0; i < g_NumRanges; ++i)
{
if (level >= g_AllianceLevelRanges[i].lower && level <= g_AllianceLevelRanges[i].upper)
{
return i;
}
}
}
else if (teamID == TEAM_HORDE)
{
for (uint8 i = 0; i < g_NumRanges; ++i)
{
if (level >= g_HordeLevelRanges[i].lower && level <= g_HordeLevelRanges[i].upper)
{
return i;
}
}
}
return -1;
}
/**
* @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);
}
/**
* @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())
{
return;
}
if (targetRangeIndex < 0 || targetRangeIndex >= g_NumRanges)
{
return;
}
if (bot->IsMounted())
{
bot->Dismount();
}
uint8 botOriginalLevel = bot->GetLevel();
uint8 newLevel = 0;
// For Death Knight bots, enforce a minimum level of 55.
if (bot->getClass() == CLASS_DEATH_KNIGHT)
{
uint8 lowerBound = factionRanges[targetRangeIndex].lower;
uint8 upperBound = factionRanges[targetRangeIndex].upper;
if (upperBound < 55)
{
if (g_BotDistFullDebugMode)
{
std::string playerFaction = IsAlliancePlayerBot(bot) ? "Alliance" : "Horde";
LOG_INFO("server.loading",
"[BotLevelBrackets] AdjustBotToRange: Cannot assign {} Death Knight '{}' ({}) to range {}-{} (below level 55).",
playerFaction, bot->GetName(), botOriginalLevel, lowerBound, upperBound);
}
return;
}
if (lowerBound < 55)
{
lowerBound = 55;
}
newLevel = urand(lowerBound, upperBound);
}
else
{
newLevel = GetRandomLevelInRange(factionRanges[targetRangeIndex]);
}
PlayerbotFactory newFactory(bot, newLevel);
newFactory.Randomize(false);
if (g_BotDistFullDebugMode)
{
PlayerbotAI* botAI = sPlayerbotsMgr->GetPlayerbotAI(bot);
std::string playerClassName = botAI ? botAI->GetChatHelper()->FormatClass(bot->getClass()) : "Unknown";
std::string playerFaction = IsAlliancePlayerBot(bot) ? "Alliance" : "Horde";
LOG_INFO("server.loading",
"[BotLevelBrackets] AdjustBotToRange: {} Bot '{}' - {} ({}) adjusted to level {} (target range {}-{}).",
playerFaction, bot->GetName(), playerClassName.c_str(), botOriginalLevel, newLevel,
factionRanges[targetRangeIndex].lower, factionRanges[targetRangeIndex].upper);
}
ChatHandler(bot->GetSession()).SendSysMessage("[mod-bot-level-brackets] Your level has been reset.");
}
/**
* @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())
{
return false;
}
uint32 guildId = bot->GetGuildId();
if (guildId == 0)
{
return false;
}
// Check both online real players and persistent database storage
return g_RealPlayerGuildIds.count(guildId) > 0 || g_PersistentRealPlayerGuildIds.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())
{
return false;
}
for (size_t i = 0; i < g_SocialFriendsList.size(); ++i)
{
if (g_SocialFriendsList[i] == bot->GetGUID().GetRawValue())
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Bot {} (Level {}) is on a Real Player's friends list", bot->GetName(), bot->GetLevel());
}
return true;
}
}
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)
{
if (g_AllianceLevelRanges[i].lower < g_RandomBotMinLevel)
{
g_AllianceLevelRanges[i].lower = g_RandomBotMinLevel;
}
if (g_AllianceLevelRanges[i].upper > g_RandomBotMaxLevel)
{
g_AllianceLevelRanges[i].upper = g_RandomBotMaxLevel;
}
if (g_AllianceLevelRanges[i].lower > g_AllianceLevelRanges[i].upper)
{
g_AllianceLevelRanges[i].desiredPercent = 0;
}
}
for (uint8 i = 0; i < g_NumRanges; ++i)
{
if (g_HordeLevelRanges[i].lower < g_RandomBotMinLevel)
{
g_HordeLevelRanges[i].lower = g_RandomBotMinLevel;
}
if (g_HordeLevelRanges[i].upper > g_RandomBotMaxLevel)
{
g_HordeLevelRanges[i].upper = g_RandomBotMaxLevel;
}
if (g_HordeLevelRanges[i].lower > g_HordeLevelRanges[i].upper)
{
g_HordeLevelRanges[i].desiredPercent = 0;
}
}
uint32 totalAlliance = 0;
uint32 totalHorde = 0;
for (uint8 i = 0; i < g_NumRanges; ++i)
{
totalAlliance += g_AllianceLevelRanges[i].desiredPercent;
totalHorde += g_HordeLevelRanges[i].desiredPercent;
}
if (totalAlliance != 100 && totalAlliance > 0)
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Alliance: Sum of percentages is {} (expected 100). Auto adjusting.", totalAlliance);
}
int missing = 100 - totalAlliance;
while (missing > 0)
{
for (uint8 i = 0; i < g_NumRanges && missing > 0; ++i)
{
if (g_AllianceLevelRanges[i].lower <= g_AllianceLevelRanges[i].upper && g_AllianceLevelRanges[i].desiredPercent > 0)
{
g_AllianceLevelRanges[i].desiredPercent++;
missing--;
}
}
}
}
if (totalHorde != 100 && totalHorde > 0)
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Horde: Sum of percentages is {} (expected 100). Auto adjusting.", totalHorde);
}
int missing = 100 - totalHorde;
while (missing > 0)
{
for (uint8 i = 0; i < g_NumRanges && missing > 0; ++i)
{
if (g_HordeLevelRanges[i].lower <= g_HordeLevelRanges[i].upper && g_HordeLevelRanges[i].desiredPercent > 0)
{
g_HordeLevelRanges[i].desiredPercent++;
missing--;
}
}
}
}
}
/**
* @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())
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Null bot pointer provided.");
}
return false;
}
if (!bot->IsInWorld())
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Bot {} (Level {}) is not in world.", bot->GetName(), bot->GetLevel());
}
return false;
}
if (!bot->IsAlive())
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Bot {} (Level {}) is not alive.", bot->GetName(), bot->GetLevel());
}
return false;
}
if (bot->IsInCombat())
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Bot {} (Level {}) is in combat.", bot->GetName(), bot->GetLevel());
}
return false;
}
if (bot->InBattleground() || bot->InArena() || bot->inRandomLfgDungeon() || bot->InBattlegroundQueue())
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Bot {} (Level {}) is in battleground, arena, random dungeon, or battleground queue.", bot->GetName(), bot->GetLevel());
}
return false;
}
if (bot->IsInFlight())
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Bot {} (Level {}) is in flight.", bot->GetName(), bot->GetLevel());
}
return false;
}
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && !IsPlayerBot(member))
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Bot {} (Level {}) has non-bot group member {} (Level {}).", bot->GetName(), bot->GetLevel(), member->GetName(), member->GetLevel());
}
return false;
}
}
}
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.
*
* 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)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Processing {} pending resets...", g_PendingLevelResets.size());
}
if (g_PendingLevelResets.empty())
{
return;
}
// Limit the number of resets processed in one cycle if configured.
uint32 processed = 0;
for (auto it = g_PendingLevelResets.begin(); it != g_PendingLevelResets.end(); )
{
if (g_FlaggedProcessLimit > 0 && processed >= g_FlaggedProcessLimit)
break;
Player* bot = ObjectAccessor::FindPlayer(it->botGuid);
if (!bot)
{
it = g_PendingLevelResets.erase(it);
continue;
}
if (!bot->IsInWorld() || !bot->GetSession() || bot->GetSession()->isLogingOut() || bot->IsDuringRemoveFromWorld())
{
it = g_PendingLevelResets.erase(it);
continue;
}
if (IsBotExcluded(bot))
{
it = g_PendingLevelResets.erase(it);
continue;
}
int targetRange = it->targetRange;
if (g_IgnoreGuildBotsWithRealPlayers && BotInGuildWithRealPlayer(bot))
{
it = g_PendingLevelResets.erase(it);
continue;
}
if (g_IgnoreFriendListed && BotInFriendList(bot))
{
it = g_PendingLevelResets.erase(it);
continue;
}
if (bot && bot->IsInWorld() && IsBotSafeForLevelReset(bot))
{
AdjustBotToRange(bot, targetRange, it->factionRanges);
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Bot '{}' successfully reset to level range {}-{}.", bot->GetName(), it->factionRanges[targetRange].lower, it->factionRanges[targetRange].upper);
}
it = g_PendingLevelResets.erase(it);
++processed;
}
else
{
++it;
}
}
}
/**
* @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)
{
if (IsPlayerBot(player) && IsBotExcluded(player))
{
return -1;
}
int rangeIndex = GetLevelRangeIndex(player->GetLevel(), player->GetTeamId());
if (rangeIndex >= 0)
{
return rangeIndex;
}
LevelRangeConfig* factionRanges = nullptr;
if (IsAlliancePlayerBot(player))
{
factionRanges = g_AllianceLevelRanges.data();
}
else if (IsHordePlayerBot(player))
{
factionRanges = g_HordeLevelRanges.data();
}
else
{
return -1; // Unknown faction
}
int targetRange = -1;
int smallestDiff = std::numeric_limits<int>::max();
for (int i = 0; i < g_NumRanges; ++i)
{
if (factionRanges[i].lower > factionRanges[i].upper)
{
continue;
}
int diff = 0;
if (player->GetLevel() < factionRanges[i].lower)
{
diff = factionRanges[i].lower - player->GetLevel();
}
else if (player->GetLevel() > factionRanges[i].upper)
{
diff = player->GetLevel() - factionRanges[i].upper;
}
if (diff < smallestDiff)
{
smallestDiff = diff;
targetRange = i;
}
}
if (targetRange >= 0)
{
bool alreadyFlagged = false;
ObjectGuid guid = player->GetGUID();
for (const auto &entry : g_PendingLevelResets)
{
if (entry.botGuid == guid)
{
alreadyFlagged = true;
break;
}
}
if (!alreadyFlagged)
{
g_PendingLevelResets.push_back({guid, targetRange, factionRanges});
}
}
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), m_guildTrackerTimer(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();
LoadSocialFriendList();
LoadPersistentGuildTracker();
if (!g_BotLevelBracketsEnabled)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Module disabled via configuration.");
return;
}
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Module loaded. Check frequency: {} seconds, Check flagged frequency: {}.", g_BotDistCheckFrequency, g_BotDistFlaggedCheckFrequency);
for (uint8 i = 0; i < g_NumRanges; ++i)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Alliance Range {}: {}-{}, Desired Percentage: {}%",
i + 1, g_AllianceLevelRanges[i].lower, g_AllianceLevelRanges[i].upper, g_AllianceLevelRanges[i].desiredPercent);
}
for (uint8 i = 0; i < g_NumRanges; ++i)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Horde Range {}: {}-{}, Desired Percentage: {}%",
i + 1, g_HordeLevelRanges[i].lower, g_HordeLevelRanges[i].upper, g_HordeLevelRanges[i].desiredPercent);
}
}
}
/**
* @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)
{
return;
}
m_timer += diff;
m_flaggedTimer += diff;
m_guildTrackerTimer += diff;
if (m_flaggedTimer >= g_BotDistFlaggedCheckFrequency * 1000)
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Pending Level Resets Triggering.");
}
ProcessPendingLevelResets();
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;
}
m_timer = 0;
const auto& allPlayers = ObjectAccessor::GetPlayers();
LoadRealPlayerGuildIds(allPlayers);
LoadSocialFriendList();
if (g_UseDynamicDistribution)
{
// Calculate real player bracket counts
std::vector<int> allianceRealCounts(g_NumRanges, 0);
std::vector<int> hordeRealCounts(g_NumRanges, 0);
uint32 totalAllianceReal = 0;
uint32 totalHordeReal = 0;
for (auto const& itr : allPlayers)
{
Player* player = itr.second;
if (!player || !player->IsInWorld())
continue;
if (IsPlayerBot(player))
continue; // Only count real players.
int rangeIndex = GetOrFlagPlayerBracket(player);
if (rangeIndex < 0)
continue;
if (player->GetTeamId() == TEAM_ALLIANCE)
{
allianceRealCounts[rangeIndex]++;
totalAllianceReal++;
}
else if (player->GetTeamId() == TEAM_HORDE)
{
hordeRealCounts[rangeIndex]++;
totalHordeReal++;
}
}
const float baseline = 1.0f;
std::vector<float> allianceWeights(g_NumRanges, 0.0f);
std::vector<float> hordeWeights(g_NumRanges, 0.0f);
// SYNCED MODE: Real player weighting is combined for both factions, applied to both bracket tables.
if (g_SyncFactions)
{
uint32 totalCombinedReal = totalAllianceReal + totalHordeReal;
for (int i = 0; i < g_NumRanges; ++i)
{
int combinedReal = allianceRealCounts[i] + hordeRealCounts[i];
float weight = baseline + g_RealPlayerWeight *
(totalCombinedReal > 0 ? (1.0f / float(totalCombinedReal)) : 1.0f) *
log(1 + combinedReal);
allianceWeights[i] = weight;
hordeWeights[i] = weight;
}
}
else
{
// Separate dynamic weighting for each faction
for (int i = 0; i < g_NumRanges; ++i)
{
if (g_AllianceLevelRanges[i].lower > g_AllianceLevelRanges[i].upper)
allianceWeights[i] = 0.0f;
else
allianceWeights[i] = baseline + g_RealPlayerWeight *
(totalAllianceReal > 0 ? (1.0f / totalAllianceReal) : 1.0f) *
log(1 + allianceRealCounts[i]);
if (g_HordeLevelRanges[i].lower > g_HordeLevelRanges[i].upper)
hordeWeights[i] = 0.0f;
else
hordeWeights[i] = baseline + g_RealPlayerWeight *
(totalHordeReal > 0 ? (1.0f / totalHordeReal) : 1.0f) *
log(1 + hordeRealCounts[i]);
}
}
// Helper for normalizing weights so percentages sum to 100
auto applyWeights = [](std::vector<LevelRangeConfig>& ranges, const std::vector<float>& weights)
{
float total = 0.0f;
for (int i = 0; i < g_NumRanges; ++i)
total += weights[i];
int pctSum = 0;
for (int i = 0; i < g_NumRanges; ++i)
{
uint8 pct = (total > 0.0f) ? static_cast<uint8>(round((weights[i] / total) * 100)) : 0;
ranges[i].desiredPercent = pct;
pctSum += pct;
}
// Fix rounding drift so sum = 100
int missing = 100 - pctSum;
for (int i = 0; i < g_NumRanges && missing > 0; ++i)
{
if (ranges[i].lower <= ranges[i].upper && ranges[i].desiredPercent > 0)
{
ranges[i].desiredPercent++;
missing--;
}
}
};
applyWeights(g_AllianceLevelRanges, allianceWeights);
applyWeights(g_HordeLevelRanges, hordeWeights);
// Debug output for new bracket percentages after normalization
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
for (int i = 0; i < g_NumRanges; ++i)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Final Range {}: {}-{}, Alliance Desired: {}%, Horde Desired: {}%",
i + 1,
g_AllianceLevelRanges[i].lower,
g_AllianceLevelRanges[i].upper,
g_AllianceLevelRanges[i].desiredPercent,
g_HordeLevelRanges[i].desiredPercent);
}
}
}
uint32 totalAllianceBots = 0;
std::vector<int> allianceActualCounts(g_NumRanges, 0);
std::vector< std::vector<Player*> > allianceBotsByRange(g_NumRanges);
uint32 totalHordeBots = 0;
std::vector<int> hordeActualCounts(g_NumRanges, 0);
std::vector< std::vector<Player*> > hordeBotsByRange(g_NumRanges);
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Starting processing of {} players.", allPlayers.size());
}
for (auto const& itr : allPlayers)
{
Player* player = itr.second;
if (!player)
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Skipping null player.");
}
continue;
}
if (!player->IsInWorld())
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Skipping player '{}' as they are not in world.", player->GetName());
}
continue;
}
if (!IsPlayerBot(player) || !IsPlayerRandomBot(player))
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Skipping player '{}' as they are not a random bot.", player->GetName());
}
continue;
}
if (IsBotExcluded(player))
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Skipping excluded bot '{}'.", player->GetName());
}
continue;
}
if (g_IgnoreGuildBotsWithRealPlayers && BotInGuildWithRealPlayer(player))
{
continue;
}
if (g_IgnoreFriendListed && BotInFriendList(player))
{
continue;
}
if (IsAlliancePlayerBot(player))
{
totalAllianceBots++;
int rangeIndex = GetOrFlagPlayerBracket(player);
if (rangeIndex >= 0)
{
allianceActualCounts[rangeIndex]++;
allianceBotsByRange[rangeIndex].push_back(player);
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Alliance bot '{}' with level {} added to range {}.",
player->GetName(), player->GetLevel(), rangeIndex + 1);
}
}
else if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Alliance bot '{}' with level {} does not fall into any defined range.", player->GetName(), player->GetLevel());
}
}
else if (IsHordePlayerBot(player))
{
totalHordeBots++;
int rangeIndex = GetOrFlagPlayerBracket(player);
if (rangeIndex >= 0)
{
hordeActualCounts[rangeIndex]++;
hordeBotsByRange[rangeIndex].push_back(player);
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Horde bot '{}' with level {} added to range {}.",
player->GetName(), player->GetLevel(), rangeIndex + 1);
}
}
else if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Horde bot '{}' with level {} does not fall into any defined range.", player->GetName(), player->GetLevel());
}
}
}
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] =========================================");
LOG_INFO("server.loading", "[BotLevelBrackets] Total Alliance Bots: {}.", totalAllianceBots);
LOG_INFO("server.loading", "[BotLevelBrackets] Total Horde Bots: {}.", totalHordeBots);
LOG_INFO("server.loading", "[BotLevelBrackets] =========================================");
}
// Process Alliance bots.
if (totalAllianceBots > 0)
{
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] =========================================");
}
std::vector<int> allianceDesiredCounts(g_NumRanges, 0);
for (int i = 0; i < g_NumRanges; ++i)
{
allianceDesiredCounts[i] = static_cast<int>(round((g_AllianceLevelRanges[i].desiredPercent / 100.0) * totalAllianceBots));
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Alliance Range {} ({}-{}): Desired = {}, Actual = {}.",
i + 1, g_AllianceLevelRanges[i].lower, g_AllianceLevelRanges[i].upper,
allianceDesiredCounts[i], allianceActualCounts[i]);
}
}
for (int i = 0; i < g_NumRanges; ++i)
{
// Collect safe and flagged bots
std::vector<Player*> safeBots;
std::vector<Player*> flaggedBots;
for (Player* bot : allianceBotsByRange[i])
{
if (IsBotSafeForLevelReset(bot)) {
safeBots.push_back(bot);
} else {
flaggedBots.push_back(bot);
}
}
// --------- Efficient surplus redistribution for safeBots ----------
// Build a list of target ranges that need bots
std::vector<int> targetRanges;
for (int j = 0; j < g_NumRanges; ++j)
{
if (allianceActualCounts[j] < allianceDesiredCounts[j])
targetRanges.push_back(j);
}
size_t targetIdx = 0;
while (allianceActualCounts[i] > allianceDesiredCounts[i] && !safeBots.empty() && targetIdx < targetRanges.size())
{
Player* bot = safeBots.back();
safeBots.pop_back();
int targetRange = targetRanges[targetIdx];
// Skip if no need (already filled by earlier loop)
if (allianceActualCounts[targetRange] >= allianceDesiredCounts[targetRange])
{
targetIdx++;
continue;
}
// Only flag if not already flagged
ObjectGuid botGuid = bot->GetGUID();
bool alreadyFlagged = false;
for (const auto& entry : g_PendingLevelResets)
{
if (entry.botGuid == botGuid)
{
alreadyFlagged = true;
break;
}
}
if (!alreadyFlagged)
{
g_PendingLevelResets.push_back({bot->GetGUID(), targetRange, g_AllianceLevelRanges.data()});
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Alliance bot '{}' flagged for pending level reset to range {}-{}.",
bot->GetName(), g_AllianceLevelRanges[targetRange].lower, g_AllianceLevelRanges[targetRange].upper);
}
}
allianceActualCounts[i]--;
allianceActualCounts[targetRange]++;
if (allianceActualCounts[targetRange] >= allianceDesiredCounts[targetRange])
targetIdx++;
}
// --------- Efficient surplus redistribution for flaggedBots ----------
// Reset for flagged bots
targetIdx = 0;
while (allianceActualCounts[i] > allianceDesiredCounts[i] && !flaggedBots.empty() && targetIdx < targetRanges.size())
{
Player* bot = flaggedBots.back();
flaggedBots.pop_back();
int targetRange = targetRanges[targetIdx];
if (allianceActualCounts[targetRange] >= allianceDesiredCounts[targetRange])
{
targetIdx++;
continue;
}
ObjectGuid botGuid = bot->GetGUID();
bool alreadyFlagged = false;
for (const auto& entry : g_PendingLevelResets)
{
if (entry.botGuid == botGuid)
{
alreadyFlagged = true;
break;
}
}
if (!alreadyFlagged)
{
g_PendingLevelResets.push_back({bot->GetGUID(), targetRange, g_AllianceLevelRanges.data()});
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Alliance flagged bot '{}' flagged for pending level reset to range {}-{}.",
bot->GetName(), g_AllianceLevelRanges[targetRange].lower, g_AllianceLevelRanges[targetRange].upper);
}
}
allianceActualCounts[i]--;
allianceActualCounts[targetRange]++;
if (allianceActualCounts[targetRange] >= allianceDesiredCounts[targetRange])
targetIdx++;
}
}
}
// Process Horde bots.
if (totalHordeBots > 0)
{
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] =========================================");
}
std::vector<int> hordeDesiredCounts(g_NumRanges, 0);
for (int i = 0; i < g_NumRanges; ++i)
{
hordeDesiredCounts[i] = static_cast<int>(round((g_HordeLevelRanges[i].desiredPercent / 100.0) * totalHordeBots));
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Horde Range {} ({}-{}): Desired = {}, Actual = {}.",
i + 1, g_HordeLevelRanges[i].lower, g_HordeLevelRanges[i].upper,
hordeDesiredCounts[i], hordeActualCounts[i]);
}
}
for (int i = 0; i < g_NumRanges; ++i)
{
std::vector<Player*> safeBots;
std::vector<Player*> flaggedBots;
for (Player* bot : hordeBotsByRange[i])
{
if (IsBotSafeForLevelReset(bot)) {
safeBots.push_back(bot);
} else {
flaggedBots.push_back(bot);
}
}
// Efficient surplus redistribution for safeBots
std::vector<int> targetRanges;
for (int j = 0; j < g_NumRanges; ++j)
{
if (hordeActualCounts[j] < hordeDesiredCounts[j])
targetRanges.push_back(j);
}
size_t targetIdx = 0;
while (hordeActualCounts[i] > hordeDesiredCounts[i] && !safeBots.empty() && targetIdx < targetRanges.size())
{
Player* bot = safeBots.back();
safeBots.pop_back();
int targetRange = targetRanges[targetIdx];
if (hordeActualCounts[targetRange] >= hordeDesiredCounts[targetRange])
{
targetIdx++;
continue;
}
bool alreadyFlagged = false;
ObjectGuid botGuid = bot->GetGUID();
for (const auto& entry : g_PendingLevelResets)
{
if (entry.botGuid == botGuid)
{
alreadyFlagged = true;
break;
}
}
if (!alreadyFlagged)
{
g_PendingLevelResets.push_back({bot->GetGUID(), targetRange, g_HordeLevelRanges.data()});
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Horde bot '{}' flagged for pending level reset to range {}-{}.",
bot->GetName(), g_HordeLevelRanges[targetRange].lower, g_HordeLevelRanges[targetRange].upper);
}
}
hordeActualCounts[i]--;
hordeActualCounts[targetRange]++;
if (hordeActualCounts[targetRange] >= hordeDesiredCounts[targetRange])
targetIdx++;
}
// Efficient surplus redistribution for flaggedBots
targetIdx = 0;
while (hordeActualCounts[i] > hordeDesiredCounts[i] && !flaggedBots.empty() && targetIdx < targetRanges.size())
{
Player* bot = flaggedBots.back();
flaggedBots.pop_back();
int targetRange = targetRanges[targetIdx];
if (hordeActualCounts[targetRange] >= hordeDesiredCounts[targetRange])
{
targetIdx++;
continue;
}
bool alreadyFlagged = false;
ObjectGuid botGuid = bot->GetGUID();
for (const auto& entry : g_PendingLevelResets)
{
if (entry.botGuid == botGuid)
{
alreadyFlagged = true;
break;
}
}
if (!alreadyFlagged)
{
g_PendingLevelResets.push_back({bot->GetGUID(), targetRange, g_HordeLevelRanges.data()});
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Horde flagged bot '{}' flagged for pending level reset to range {}-{}.",
bot->GetName(), g_HordeLevelRanges[targetRange].lower, g_HordeLevelRanges[targetRange].upper);
}
}
hordeActualCounts[i]--;
hordeActualCounts[targetRange]++;
if (hordeActualCounts[targetRange] >= hordeDesiredCounts[targetRange])
targetIdx++;
}
}
}
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] ========================================= COMPLETE");
LOG_INFO("server.loading", "[BotLevelBrackets] Distribution adjustment complete. Alliance bots: {}, Horde bots: {}.",
totalAllianceBots, totalHordeBots);
LOG_INFO("server.loading", "[BotLevelBrackets] =========================================");
std::vector<int> allianceDesiredCounts(g_NumRanges, 0);
for (int i = 0; i < g_NumRanges; ++i)
{
allianceDesiredCounts[i] = static_cast<int>(round((g_AllianceLevelRanges[i].desiredPercent / 100.0) * totalAllianceBots));
LOG_INFO("server.loading", "[BotLevelBrackets] Alliance Range {} ({}-{}): Desired = {}, Actual = {}.",
i + 1, g_AllianceLevelRanges[i].lower, g_AllianceLevelRanges[i].upper,
allianceDesiredCounts[i], allianceActualCounts[i]);
}
LOG_INFO("server.loading", "[BotLevelBrackets] ----------------------------------------");
std::vector<int> hordeDesiredCounts(g_NumRanges, 0);
for (int i = 0; i < g_NumRanges; ++i)
{
hordeDesiredCounts[i] = static_cast<int>(round((g_HordeLevelRanges[i].desiredPercent / 100.0) * totalHordeBots));
LOG_INFO("server.loading", "[BotLevelBrackets] Horde Range {} ({}-{}): Desired = {}, Actual = {}.",
i + 1, g_HordeLevelRanges[i].lower, g_HordeLevelRanges[i].upper,
hordeDesiredCounts[i], hordeActualCounts[i]);
}
LOG_INFO("server.loading", "[BotLevelBrackets] =========================================");
}
}
/**
* @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
};
/**
* @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:
BotLevelBracketsPlayerScript() : PlayerScript("BotLevelBracketsPlayerScript") {}
void OnPlayerLogout(Player* player)
{
RemoveBotFromPendingResets(player);
}
};
// -----------------------------------------------------------------------------
// 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();
new BotLevelBracketsPlayerScript();
}