Update RandomPlayerbotFactory.cpp

Added a query to count the number of guilds straight from the DB, then filter out player guilds. (instead of relying on accessing guilds from a list of random bots and adding them up)

This needs some formatting / tidying once I make sure we are counting guilds properly.
This commit is contained in:
Iain Donnelly
2025-10-01 16:39:48 +01:00
parent 377ac199a7
commit 7d50ceef3d

View File

@@ -875,15 +875,52 @@ void RandomPlayerbotFactory::CreateRandomGuilds()
LOG_INFO("playerbots", "Random bot guilds deleted");
}
// Check how many randomBot guilds are in the guild table in the characterDB
uint32 guildNumber = 0;
QueryResult guildTableResults = CharacterDatabase.Query("SELECT guildid, leaderguid FROM guid");
if (guildTableResults)
{
do
{
Field* fields = guildTableResults->Fetch();
uint32 guildID = fields[0].Get<uint32>();
uint32 leaderGuid = fields[1].Get<uint32>();
// check the accountID of the guild leader against the list of randomBot accounts to determine if this is a player guild or a bot guild
QueryResult charactersTableResults = CharacterDatabase.Query("SELECT account FROM characters WHERE guid = ({})", leaderGuid);
if (charactersTableResults)
{
Field* fields2 = charactersTableResults->Fetch();
uint32 accountID = fields2[0].Get<uint32>();
if(std::find(sPlayerbotAIConfig->randomBotAccounts.begin(),sPlayerbotAIConfig->randomBotAccounts.end(), accountID) != sPlayerbotAIConfig->randomBotAccounts.end())
{
guildNumber++;
sPlayerbotAIConfig->randomBotGuilds.push_back(guildID);
}
}
} while (guildTableResults->NextRow());
}
GuidVector availableLeaders;
for (std::vector<uint32>::iterator i = randomBots.begin(); i != randomBots.end(); ++i)
{
ObjectGuid leader = ObjectGuid::Create<HighGuid::Player>(*i);
if (Guild* guild = sGuildMgr->GetGuildByLeader(leader))
{
uint32 guildID = guild->GetId();
if(std::find(sPlayerbotAIConfig->randomBotGuilds.begin(), sPlayerbotAIConfig->randomBotGuilds.end(), guildID) !=sPlayerbotAIConfig->randomBotGuilds.end())
{
// this randombot guild has already been counted, the leader is not availble
}
else
{
// somehow we missed this guild when checking the guild table
// THIS SHOULDN'T RUN.
// THIS ENTIRE FIND() IS A WASTE OF RESOURCES (in theory)
++guildNumber;
sPlayerbotAIConfig->randomBotGuilds.push_back(guild->GetId());
sPlayerbotAIConfig->randomBotGuilds.push_back(guildID);
}
}
else
{