mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
Refactor guild managment into a singleton (#1913)
The idea is to centralize the creation, assignment, and management of bot guilds into a single class that can be referenced. The way this is intended to work. when the manager is created, if the config option to delete guilds is set, then it deletes all bot guilds. On startup 1. Load all guild names from database. Shuffle keys for some randomization. 2. Load Guilds from database 3. For existing guilds, identify the guild faction, number of members, and assess if the guild is 'full' based on the number of bots set in config. 4. Determine if the leader of the guild is a real player based on the leader account. 5. Mark any playerbot guild names as not available (false). The validation process (2-5) is set to run once an hour. Guild Creation. Now guild creation occurs on an as needed bases during the initialization process. Previously, all of the guilds would be created at once, and then randomly assigned. When a bot is not in a guild during initialization, it will check if there are any partially filled guilds of that bots faction where the bot can be assigned to. If not, and the cache of bot guilds is less than the set number in config, it will randomly return the available name. This then goes to the CreateGuild function where the core guild manager creates a guild, the guild emblem is set, and the cache updated. If a bot is assigned to guild, but fails to join then it throws an error. Checking for real player guilds function now lives in the guild manager. --------- Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
This commit is contained in:
322
src/PlayerbotGuildMgr.cpp
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322
src/PlayerbotGuildMgr.cpp
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#include "PlayerbotGuildMgr.h"
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#include "Player.h"
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#include "PlayerbotAIConfig.h"
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#include "DatabaseEnv.h"
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#include "Guild.h"
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#include "GuildMgr.h"
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#include "RandomPlayerbotMgr.h"
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#include "ScriptMgr.h"
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PlayerbotGuildMgr::PlayerbotGuildMgr(){}
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void PlayerbotGuildMgr::Init()
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{
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_guildCache.clear();
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if (sPlayerbotAIConfig->deleteRandomBotGuilds)
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DeleteBotGuilds();
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LoadGuildNames();
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ValidateGuildCache();
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}
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bool PlayerbotGuildMgr::CreateGuild(Player* player, std::string guildName)
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{
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Guild* guild = new Guild();
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if (!guild->Create(player, guildName))
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{
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LOG_ERROR("playerbots", "Error creating guild [ {} ] with leader [ {} ]", guildName,
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player->GetName());
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delete guild;
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return false;
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}
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sGuildMgr->AddGuild(guild);
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LOG_DEBUG("playerbots", "Guild created: id={} name='{}'", guild->GetId(), guildName);
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SetGuildEmblem(guild->GetId());
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GuildCache entry;
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entry.name = guildName;
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entry.memberCount = 1;
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entry.status = 1;
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entry.maxMembers = sPlayerbotAIConfig->randomBotGuildSizeMax;
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entry.faction = player->GetTeamId();
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_guildCache[guild->GetId()] = entry;
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return true;
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}
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bool PlayerbotGuildMgr::SetGuildEmblem(uint32 guildId)
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{
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Guild* guild = sGuildMgr->GetGuildById(guildId);
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if (!guild)
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return false;
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// create random emblem
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uint32 st, cl, br, bc, bg;
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bg = urand(0, 51);
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bc = urand(0, 17);
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cl = urand(0, 17);
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br = urand(0, 7);
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st = urand(0, 180);
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LOG_DEBUG("playerbots",
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"[TABARD] new guild id={} random -> style={}, color={}, borderStyle={}, borderColor={}, bgColor={}",
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guild->GetId(), st, cl, br, bc, bg);
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// populate guild table with a random tabard design
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CharacterDatabase.Execute(
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"UPDATE guild SET EmblemStyle={}, EmblemColor={}, BorderStyle={}, BorderColor={}, BackgroundColor={} "
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"WHERE guildid={}",
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st, cl, br, bc, bg, guild->GetId());
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LOG_DEBUG("playerbots", "[TABARD] UPDATE done for guild id={}", guild->GetId());
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// Immediate reading for log
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if (QueryResult qr = CharacterDatabase.Query(
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"SELECT EmblemStyle,EmblemColor,BorderStyle,BorderColor,BackgroundColor FROM guild WHERE guildid={}",
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guild->GetId()))
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{
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Field* f = qr->Fetch();
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LOG_DEBUG("playerbots",
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"[TABARD] DB check guild id={} => style={}, color={}, borderStyle={}, borderColor={}, bgColor={}",
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guild->GetId(), f[0].Get<uint8>(), f[1].Get<uint8>(), f[2].Get<uint8>(), f[3].Get<uint8>(), f[4].Get<uint8>());
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}
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return true;
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}
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std::string PlayerbotGuildMgr::AssignToGuild(Player* player)
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{
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if (!player)
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return "";
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uint8_t playerFaction = player->GetTeamId();
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std::vector<GuildCache*> partiallyfilledguilds;
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partiallyfilledguilds.reserve(_guildCache.size());
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for (auto& keyValue : _guildCache)
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{
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GuildCache& cached = keyValue.second;
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if (cached.status == 1 && cached.faction == playerFaction)
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partiallyfilledguilds.push_back(&cached);
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}
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if (!partiallyfilledguilds.empty())
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{
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size_t idx = static_cast<size_t>(urand(0, static_cast<int>(partiallyfilledguilds.size()) - 1));
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return (partiallyfilledguilds[idx]->name);
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}
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size_t count = std::count_if(
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_guildCache.begin(), _guildCache.end(),
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[](const std::pair<const uint32, GuildCache>& pair)
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{
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return !pair.second.hasRealPlayer;
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}
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);
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if (count < sPlayerbotAIConfig->randomBotGuildCount)
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{
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for (auto& key : _shuffled_guild_keys)
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{
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if (_guildNames[key])
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{
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LOG_INFO("playerbots","Assigning player [{}] to guild [{}]", player->GetName(), key);
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return key;
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}
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}
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LOG_ERROR("playerbots","No available guild names left.");
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}
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return "";
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}
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void PlayerbotGuildMgr::OnGuildUpdate(Guild* guild)
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{
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auto it = _guildCache.find(guild->GetId());
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if (it == _guildCache.end())
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return;
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GuildCache& entry = it->second;
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entry.memberCount = guild->GetMemberCount();
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if (entry.memberCount < entry.maxMembers)
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entry.status = 1;
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else if (entry.memberCount >= entry.maxMembers)
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entry.status = 2; // Full
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std::string guildName = guild->GetName();
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for (auto& it : _guildNames)
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{
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if (it.first == guildName)
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{
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it.second = false;
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break;
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}
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}
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}
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void PlayerbotGuildMgr::ResetGuildCache()
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{
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for (auto it = _guildCache.begin(); it != _guildCache.end();)
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{
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GuildCache& cached = it->second;
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cached.memberCount = 0;
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cached.faction = 2;
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cached.status = 0;
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}
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}
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void PlayerbotGuildMgr::LoadGuildNames()
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{
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LOG_INFO("playerbots", "Loading guild names from playerbots_guild_names...");
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QueryResult result = CharacterDatabase.Query("SELECT name_id, name FROM playerbots_guild_names");
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if (!result)
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{
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LOG_ERROR("playerbots", "No entries found in playerbots_guild_names. List is empty.");
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return;
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}
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do
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{
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Field* fields = result->Fetch();
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_guildNames[fields[1].Get<std::string>()] = true;
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} while (result->NextRow());
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for (auto& pair : _guildNames)
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_shuffled_guild_keys.push_back(pair.first);
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std::random_device rd;
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std::mt19937 g(rd());
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std::shuffle(_shuffled_guild_keys.begin(), _shuffled_guild_keys.end(), g);
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LOG_INFO("playerbots", "Loaded {} guild entries from playerbots_guild_names table.", _guildNames.size());
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}
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void PlayerbotGuildMgr::ValidateGuildCache()
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{
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QueryResult result = CharacterDatabase.Query("SELECT guildid, name FROM guild");
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if (!result)
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{
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LOG_ERROR("playerbots", "No guilds found in database, resetting guild cache");
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ResetGuildCache();
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return;
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}
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std::unordered_map<uint32, std::string> dbGuilds;
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do
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{
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Field* fields = result->Fetch();
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uint32 guildId = fields[0].Get<uint32>();
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std::string guildName = fields[1].Get<std::string>();
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dbGuilds[guildId] = guildName;
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} while (result->NextRow());
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for (auto it = dbGuilds.begin(); it != dbGuilds.end(); it++)
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{
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uint32 guildId = it->first;
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GuildCache cache;
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cache.name = it->second;
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cache.maxMembers = sPlayerbotAIConfig->randomBotGuildSizeMax;
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Guild* guild = sGuildMgr ->GetGuildById(guildId);
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if (!guild)
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continue;
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cache.memberCount = guild->GetMemberCount();
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ObjectGuid leaderGuid = guild->GetLeaderGUID();
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CharacterCacheEntry const* leaderEntry = sCharacterCache->GetCharacterCacheByGuid(leaderGuid);
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uint32 leaderAccount = leaderEntry->AccountId;
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cache.hasRealPlayer = !(sPlayerbotAIConfig->IsInRandomAccountList(leaderAccount));
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cache.faction = Player::TeamIdForRace(leaderEntry->Race);
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if (cache.memberCount == 0)
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cache.status = 0; // empty
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else if (cache.memberCount < cache.maxMembers)
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cache.status = 1; // partially filled
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else
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cache.status = 2; // full
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_guildCache.insert_or_assign(guildId, cache);
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for (auto& it : _guildNames)
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{
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if (it.first == cache.name)
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{
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it.second = false;
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break;
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}
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}
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}
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}
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void PlayerbotGuildMgr::DeleteBotGuilds()
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{
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LOG_INFO("playerbots", "Deleting random bot guilds...");
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std::vector<uint32> randomBots;
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PlayerbotsDatabasePreparedStatement* stmt = PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_RANDOM_BOTS_BOT);
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stmt->SetData(0, "add");
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if (PreparedQueryResult result = PlayerbotsDatabase.Query(stmt))
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{
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do
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{
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Field* fields = result->Fetch();
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uint32 bot = fields[0].Get<uint32>();
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randomBots.push_back(bot);
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} while (result->NextRow());
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}
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for (std::vector<uint32>::iterator i = randomBots.begin(); i != randomBots.end(); ++i)
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{
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if (Guild* guild = sGuildMgr->GetGuildByLeader(ObjectGuid::Create<HighGuid::Player>(*i)))
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guild->Disband();
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}
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LOG_INFO("playerbots", "Random bot guilds deleted");
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}
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bool PlayerbotGuildMgr::IsRealGuild(Player* bot)
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{
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if (!bot)
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return false;
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uint32 guildId = bot->GetGuildId();
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if (!guildId)
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return false;
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return IsRealGuild(guildId);
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}
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bool PlayerbotGuildMgr::IsRealGuild(uint32 guildId)
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{
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if (!guildId)
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return false;
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auto it = _guildCache.find(guildId);
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if (it == _guildCache.end())
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return false;
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return it->second.hasRealPlayer;
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}
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class BotGuildCacheWorldScript : public WorldScript
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{
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public:
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BotGuildCacheWorldScript() : WorldScript("BotGuildCacheWorldScript"), _validateTimer(0){}
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void OnUpdate(uint32 diff) override
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{
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_validateTimer += diff;
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if (_validateTimer >= _validateInterval) // Validate every hour
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{
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_validateTimer = 0;
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sPlayerbotGuildMgr->ValidateGuildCache();
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LOG_INFO("playerbots", "Scheduled guild cache validation");
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}
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}
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private:
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uint32 _validateInterval = HOUR*IN_MILLISECONDS;
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uint32 _validateTimer;
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};
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void PlayerBotsGuildValidationScript()
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{
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new BotGuildCacheWorldScript();
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}
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