dps estimation

This commit is contained in:
Yunfan Li
2023-10-10 23:23:52 +08:00
parent 451ec93e92
commit 417c5bbc93
6 changed files with 52 additions and 20 deletions

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@@ -1090,7 +1090,7 @@ bool PlayerbotFactory::CanEquipItem(ItemTemplate const* proto, uint32 desiredQua
else if (level < 80) else if (level < 80)
delta = 9; // urand(2, 4); delta = 9; // urand(2, 4);
else if (level == 80) else if (level == 80)
delta = 2; // urand(2, 4); delta = 9; // urand(2, 4);
if (desiredQuality > ITEM_QUALITY_NORMAL && if (desiredQuality > ITEM_QUALITY_NORMAL &&
(requiredLevel > level || requiredLevel < level - delta)) (requiredLevel > level || requiredLevel < level - delta))
@@ -1256,7 +1256,7 @@ void PlayerbotFactory::InitEquipment(bool incremental)
else if (blevel < 80) else if (blevel < 80)
delta = 9; delta = 9;
else if (blevel == 80) else if (blevel == 80)
delta = 2; delta = 9;
for(uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot) for(uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
{ {

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@@ -551,6 +551,7 @@ std::string const PlayerbotHolder::ProcessBotCommand(std::string const cmd, Obje
if (master->GetSession()->GetSecurity() <= SEC_PLAYER && sPlayerbotAIConfig->autoInitOnly && cmd != "init=auto") { if (master->GetSession()->GetSecurity() <= SEC_PLAYER && sPlayerbotAIConfig->autoInitOnly && cmd != "init=auto") {
return "The command is not allowed, use init=auto instead."; return "The command is not allowed, use init=auto instead.";
} }
int gs;
if (cmd == "init=white" || cmd == "init=common") if (cmd == "init=white" || cmd == "init=common")
{ {
PlayerbotFactory factory(bot, master->getLevel(), ITEM_QUALITY_NORMAL); PlayerbotFactory factory(bot, master->getLevel(), ITEM_QUALITY_NORMAL);
@@ -588,6 +589,13 @@ std::string const PlayerbotHolder::ProcessBotCommand(std::string const cmd, Obje
factory.Randomize(false); factory.Randomize(false);
return "ok, gear score limit: " + std::to_string(mixedGearScore / (ITEM_QUALITY_EPIC + 1)) + "(for epic)"; return "ok, gear score limit: " + std::to_string(mixedGearScore / (ITEM_QUALITY_EPIC + 1)) + "(for epic)";
} }
else if (cmd.starts_with("init=") && sscanf(cmd.c_str(), "init=%d", &gs) != -1)
{
// uint32 mixedGearScore = PlayerbotAI::GetMixedGearScore(master, false, false, 12) * sPlayerbotAIConfig->autoInitEquipLevelLimitRatio;
PlayerbotFactory factory(bot, master->getLevel(), ITEM_QUALITY_LEGENDARY, gs);
factory.Randomize(false);
return "ok, gear score limit: " + std::to_string(gs / (ITEM_QUALITY_EPIC + 1)) + "(for epic)";
}
} }
if (cmd == "levelup" || cmd == "level") if (cmd == "levelup" || cmd == "level")

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@@ -347,7 +347,7 @@ bool RandomItemMgr::CanEquipItem(BotEquipKey key, ItemTemplate const* proto)
else if (level < 80) else if (level < 80)
delta = 9; // urand(2, 4); delta = 9; // urand(2, 4);
else if (level == 80) else if (level == 80)
delta = 2; // urand(2, 4); delta = 9; // urand(2, 4);
if (key.quality > ITEM_QUALITY_NORMAL && (requiredLevel > level || requiredLevel < level - delta)) if (key.quality > ITEM_QUALITY_NORMAL && (requiredLevel > level || requiredLevel < level - delta))
return false; return false;

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@@ -152,7 +152,7 @@ NextAction** BearTankDruidStrategy::getDefaultActions()
void BearTankDruidStrategy::InitTriggers(std::vector<TriggerNode*> &triggers) void BearTankDruidStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
{ {
FeralDruidStrategy::InitTriggers(triggers); FeralDruidStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("feral charge - bear", ACTION_MOVE + 8), nullptr))); triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("feral charge - bear", ACTION_NORMAL + 8), nullptr)));
triggers.push_back(new TriggerNode("thorns", NextAction::array(0, new NextAction("thorns", ACTION_HIGH + 9), nullptr))); triggers.push_back(new TriggerNode("thorns", NextAction::array(0, new NextAction("thorns", ACTION_HIGH + 9), nullptr)));
triggers.push_back(new TriggerNode("bear form", NextAction::array(0, new NextAction("dire bear form", ACTION_HIGH + 8), nullptr))); triggers.push_back(new TriggerNode("bear form", NextAction::array(0, new NextAction("dire bear form", ACTION_HIGH + 8), nullptr)));
triggers.push_back(new TriggerNode("faerie fire (feral)", NextAction::array(0, new NextAction("faerie fire (feral)", ACTION_HIGH + 7), nullptr))); triggers.push_back(new TriggerNode("faerie fire (feral)", NextAction::array(0, new NextAction("faerie fire (feral)", ACTION_HIGH + 7), nullptr)));

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@@ -10,7 +10,7 @@ void MeleeCombatStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
CombatStrategy::InitTriggers(triggers); CombatStrategy::InitTriggers(triggers);
// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", ACTION_MOVE + 7), nullptr))); // triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", ACTION_MOVE + 7), nullptr)));
triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_MOVE + 8), nullptr))); triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of enemy contact", ACTION_NORMAL + 8), nullptr))); // triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of enemy contact", ACTION_NORMAL + 8), nullptr)));
} }

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@@ -1,4 +1,6 @@
#include "ExpectedLifetimeValue.h" #include "ExpectedLifetimeValue.h"
#include "AiFactory.h"
#include "PlayerbotAI.h"
#include "Playerbots.h" #include "Playerbots.h"
#include "SharedDefines.h" #include "SharedDefines.h"
@@ -23,22 +25,44 @@ float ExpectedGroupDpsValue::Calculate()
} else { } else {
dps_num = group->GetMembersCount() * 0.7; dps_num = group->GetMembersCount() * 0.7;
} }
uint32 mixedGearScore = PlayerbotAI::GetMixedGearScore(bot, false, false, 12);
// efficiency record based on rare gear level, is there better calculation method? // efficiency record based on rare gear level, is there better calculation method?
float dps_efficiency = 1; // float dps_efficiency = 1;
if (bot->GetLevel() < 30) { float basic_dps;
dps_efficiency = 1.5; int32 basic_gs;
} else if (bot->GetLevel() < 40) { int32 level = bot->GetLevel();
dps_efficiency = 2;
} else if (bot->GetLevel() < 50) { if (level <= 15) {
dps_efficiency = 3; basic_dps = 5 + level * 1;
} else if (bot->GetLevel() < 60) { } else if (level <= 30) {
dps_efficiency = 4; basic_dps = 20 + (level - 15) * 2;
} else if (bot->GetLevel() < 70) { } else if (level <= 40) {
dps_efficiency = 7; basic_dps = 50 + (level - 30) * 3;
} else if (bot->GetLevel() < 80) { } else if (level <= 55) {
dps_efficiency = 12; basic_dps = 80 + (level - 45) * 8;
} else if (level <= 60) {
basic_dps = 200 + (level - 55) * 30;
} else if (level <= 70) {
basic_dps = 350 + (level - 60) * 40;
} else { } else {
dps_efficiency = 25; basic_dps = 750 + (level - 70) * 100;
} }
return dps_num * bot->GetLevel() * dps_efficiency;
if (level <= 8) {
basic_gs = (level + 5) * 2;
} else if (level <= 15) {
basic_gs = (level + 5) * 3;
} else if (level <= 60) {
basic_gs = (level + 5) * 4;
} else if (level <= 70) {
basic_gs = (85 + (level - 60) * 3) * 4;
} else if (level <= 80) {
basic_gs = (155 + (level - 70) * 4) * 4;
}
float gs_modifier = (float)mixedGearScore / basic_gs;
if (gs_modifier < 0.5) gs_modifier = 0.5;
if (gs_modifier > 3) gs_modifier = 3;
return dps_num * basic_dps * gs_modifier;
} }