mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
v2
Neatened some things up, removed obsolete code, added a break out of the loop if an empty guild name (none available) is returned from the playerbots_guild_names table.
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@@ -902,25 +902,14 @@ void RandomPlayerbotFactory::CreateRandomGuilds()
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} while (guildTableResults->NextRow());
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}
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// Get a list of bots that are logged in and available to lead new guilds
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GuidVector availableLeaders;
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for (std::vector<uint32>::iterator i = randomBots.begin(); i != randomBots.end(); ++i)
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{
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ObjectGuid leader = ObjectGuid::Create<HighGuid::Player>(*i);
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if (Guild* guild = sGuildMgr->GetGuildByLeader(leader))
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{
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uint32 guildID = guild->GetId();
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if(std::find(sPlayerbotAIConfig->randomBotGuilds.begin(), sPlayerbotAIConfig->randomBotGuilds.end(), guildID) !=sPlayerbotAIConfig->randomBotGuilds.end())
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{
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// this randombot guild has already been counted, the leader is not availble
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}
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else
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{
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// somehow we missed this guild when checking the guild table
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// THIS SHOULDN'T RUN.
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// THIS ENTIRE FIND() IS A WASTE OF RESOURCES (in theory)
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++guildNumber;
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sPlayerbotAIConfig->randomBotGuilds.push_back(guildID);
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}
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// Bot is already a GM
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}
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else
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{
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@@ -929,6 +918,7 @@ void RandomPlayerbotFactory::CreateRandomGuilds()
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availableLeaders.push_back(leader);
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}
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}
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LOG_INFO("playerbots", "randomBotGuilds - {} available leaders for new guilds found", availableLeaders.size());
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// Create up to randomBotGuildCount by counting only EFFECTIVE creations
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uint32 createdThisRun = 0;
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@@ -936,10 +926,10 @@ void RandomPlayerbotFactory::CreateRandomGuilds()
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{
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std::string const guildName = CreateRandomGuildName();
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if (guildName.empty())
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continue;
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break; // no more names available in playerbots_guild_names
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if (sGuildMgr->GetGuildByName(guildName))
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continue;
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continue; // name already taken, skip
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if (availableLeaders.empty())
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{
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