This commit is contained in:
EricksOliveira
2024-10-18 09:29:02 -03:00
8 changed files with 115 additions and 90 deletions

View File

@@ -1459,11 +1459,17 @@ AiPlayerbot.BotActiveAlone = 100
# Specify smart scaling is enabled or not.
# The default is 1. When enabled (smart) scales the 'BotActiveAlone' value.
# Only when botLevel is between WhenMinLevel and WhenMaxLevel.
AiPlayerbot.botActiveAloneSmartScale = 1
# Only when botLevel is between WhenMinLevel and WhenMaxLevel.
AiPlayerbot.botActiveAloneSmartScaleWhenMinLevel = 1
AiPlayerbot.botActiveAloneSmartScaleWhenMaxLevel = 80
# The server will tune bot activity to reach the desired server tick speed (in ms)
# bots will only join battleground when there is no lag based on latency diffs below
AiPlayerbot.botActiveAloneSmartScaleDiffWithPlayer = 100
AiPlayerbot.botActiveAloneSmartScaleDiffEmpty = 200
# Premade spell to avoid (undetected spells)
# spellid-radius, ...
AiPlayerbot.PremadeAvoidAoe = 62234-4

View File

@@ -4095,7 +4095,7 @@ ActivePiorityType PlayerbotAI::GetPriorityType(ActivityType activityType)
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member || (!member->IsInWorld() && member->GetMapId() != bot->GetMapId()))
if (!member || !member->IsInWorld() && member->GetMapId() != bot->GetMapId())
continue;
if (member == bot)
@@ -4181,17 +4181,11 @@ ActivePiorityType PlayerbotAI::GetPriorityType(ActivityType activityType)
return ActivePiorityType::PLAYER_GUILD;
//IN_INACTIVE_MAP
if (bot->IsBeingTeleported() ||
!bot->IsInWorld() ||
!HasRealPlayers(bot->GetMap()) ||
!bot->GetMap()->IsGridLoaded(bot->GetPositionX(), bot->GetPositionY()))
if (bot->IsBeingTeleported() || !bot->IsInWorld() || !HasRealPlayers(bot->GetMap()))
return ActivePiorityType::IN_INACTIVE_MAP;
//IN_ACTIVE_MAP
if (!bot->IsBeingTeleported() &&
bot->IsInWorld() &&
HasRealPlayers(bot->GetMap()) &&
bot->GetMap()->IsGridLoaded(bot->GetPositionX(), bot->GetPositionY()))
if (!bot->IsBeingTeleported() && bot->IsInWorld() && HasRealPlayers(bot->GetMap()))
return ActivePiorityType::IN_ACTIVE_MAP;
// IN_ACTIVE_AREA
@@ -4204,6 +4198,45 @@ ActivePiorityType PlayerbotAI::GetPriorityType(ActivityType activityType)
return ActivePiorityType::IN_ACTIVE_AREA;
}
// Returns the lower and upper bracket for bots to be active.
// Ie. { 10, 20 } means all bots in this bracket will be inactive below 10% activityMod,
// and will be active above 20% activityMod and scale between those values.
std::pair<uint32, uint32> PlayerbotAI::GetPriorityBracket(ActivePiorityType type)
{
switch (type)
{
case ActivePiorityType::HAS_REAL_PLAYER_MASTER:
case ActivePiorityType::IS_REAL_PLAYER:
case ActivePiorityType::IN_GROUP_WITH_REAL_PLAYER:
case ActivePiorityType::IN_INSTANCE:
case ActivePiorityType::VISIBLE_FOR_PLAYER:
return {0, 0};
case ActivePiorityType::IS_ALWAYS_ACTIVE:
case ActivePiorityType::IN_COMBAT:
return {0, 10};
case ActivePiorityType::IN_BG_QUEUE:
return {0, 20};
case ActivePiorityType::IN_LFG:
return {0, 30};
case ActivePiorityType::NEARBY_PLAYER:
return {0, 40};
case ActivePiorityType::PLAYER_FRIEND:
case ActivePiorityType::PLAYER_GUILD:
return {0, 50};
case ActivePiorityType::IN_ACTIVE_AREA:
case ActivePiorityType::IN_EMPTY_SERVER:
return {50, 100};
case ActivePiorityType::IN_ACTIVE_MAP:
return {70, 100};
case ActivePiorityType::IN_INACTIVE_MAP:
return {80, 100};
default:
return {90, 100};
}
return {90, 100};
}
bool PlayerbotAI::AllowActive(ActivityType activityType)
{
// General exceptions
@@ -4265,25 +4298,27 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
}
}
uint32 botActiveAlonePerc = sPlayerbotAIConfig->botActiveAlone > 100 ? 100 : sPlayerbotAIConfig->botActiveAlone;
uint32 mod = botActiveAlonePerc;
if (botActiveAlonePerc <= 0) return false;
if (botActiveAlonePerc >= 100) return true;
// GetPriorityBracket acitivity
float normalizedBotActiveAlone = sPlayerbotAIConfig->botActiveAlone > 100 ? 100 : sPlayerbotAIConfig->botActiveAlone;
float activePerc = normalizedBotActiveAlone;
if (sPlayerbotAIConfig->botActiveAloneSmartScale &&
bot->GetLevel() >= sPlayerbotAIConfig->botActiveAloneSmartScaleWhenMinLevel &&
bot->GetLevel() <= sPlayerbotAIConfig->botActiveAloneSmartScaleWhenMaxLevel)
{
// float activityPercentage = sRandomPlayerbotMgr->getActivityPercentage();
mod = SmartScaleActivity(type, botActiveAlonePerc);
std::pair<uint8, uint8> priorityBracket = GetPriorityBracket(type);
if (!priorityBracket.second) return true;
float activityPercentage = sRandomPlayerbotMgr->getActivityPercentage();
if (priorityBracket.first >= activityPercentage) return false;
if (priorityBracket.second <= activityPercentage && priorityBracket.second < 100) return true;
activePerc = (activityPercentage - priorityBracket.first) / (priorityBracket.second - priorityBracket.first);
activePerc *= (priorityBracket.second == 100) ? normalizedBotActiveAlone : 100;
}
//The last number if the amount it cycles per min. Currently set to 1% of the active bots.
uint32 ActivityNumber = GetFixedBotNumer(BotTypeNumber::ACTIVITY_TYPE_NUMBER, 100,
botActiveAlonePerc * static_cast<float>(mod) / 100 * 0.01f);
// The last number if the amount it cycles per min. Currently set to 1% of the active bots.
uint32 ActivityNumber = GetFixedBotNumer(BotTypeNumber::ACTIVITY_TYPE_NUMBER, 100, activePerc * 0.01f);
//The given percentage of bots should be active and rotate 1% of those active bots each minute.
return ActivityNumber <= (botActiveAlonePerc * mod) / 100;
// The given percentage of bots should be active and rotate 1% of those active bots each minute.
return ActivityNumber <= (activePerc);
}
bool PlayerbotAI::AllowActivity(ActivityType activityType, bool checkNow)
@@ -4300,70 +4335,6 @@ bool PlayerbotAI::AllowActivity(ActivityType activityType, bool checkNow)
return allowed;
}
uint32 PlayerbotAI::SmartScaleActivity(ActivePiorityType type, uint32 botActiveAlonePerc)
{
uint32 maxDiff = sWorldUpdateTime.GetPercentile(90);
//uint32 maxDiff = sWorldUpdateTime.GetMaxUpdateTimeOfCurrentTable();
//uint32 maxDiff = sWorldUpdateTime.GetMaxUpdateTime();
if (maxDiff > 500)
return 0;
float ActivePiorityTypeMod = 1;
switch (type)
{
case ActivePiorityType::HAS_REAL_PLAYER_MASTER:
case ActivePiorityType::IS_REAL_PLAYER:
case ActivePiorityType::IN_GROUP_WITH_REAL_PLAYER:
case ActivePiorityType::IN_INSTANCE:
case ActivePiorityType::VISIBLE_FOR_PLAYER:
// we always enforce 100% with the above acitivities
// otherwise it will effect the pve gameplay.
return 100;
case ActivePiorityType::IS_ALWAYS_ACTIVE:
case ActivePiorityType::IN_COMBAT:
ActivePiorityTypeMod = 0.9;
break;
case ActivePiorityType::IN_BG_QUEUE:
case ActivePiorityType::IN_LFG:
ActivePiorityTypeMod = 0.7;
break;
case ActivePiorityType::NEARBY_PLAYER:
case ActivePiorityType::PLAYER_FRIEND:
case ActivePiorityType::PLAYER_GUILD:
case ActivePiorityType::IN_ACTIVE_AREA:
ActivePiorityTypeMod = 0.6;
break;
case ActivePiorityType::IN_ACTIVE_MAP:
case ActivePiorityType::IN_INACTIVE_MAP:
ActivePiorityTypeMod = 0.5;
break;
case ActivePiorityType::IN_EMPTY_SERVER:
ActivePiorityTypeMod = 0.4;
break;
default:
ActivePiorityTypeMod = 0.5;
break;
}
if (maxDiff > 250)
return ActivePiorityTypeMod * (botActiveAlonePerc * 2) / 10;
if (maxDiff > 220)
return ActivePiorityTypeMod * (botActiveAlonePerc * 3) / 10;
if (maxDiff > 190)
return ActivePiorityTypeMod * (botActiveAlonePerc * 4) / 10;
if (maxDiff > 160)
return ActivePiorityTypeMod * (botActiveAlonePerc * 5) / 10;
if (maxDiff > 130)
return ActivePiorityTypeMod * (botActiveAlonePerc * 6) / 10;
if (maxDiff > 100)
return ActivePiorityTypeMod * (botActiveAlonePerc * 8) / 10;
if (maxDiff > 80)
return ActivePiorityTypeMod * (botActiveAlonePerc * 9) / 10;
return botActiveAlonePerc;
}
bool PlayerbotAI::IsOpposing(Player* player) { return IsOpposing(player->getRace(), bot->getRace()); }
bool PlayerbotAI::IsOpposing(uint8 race1, uint8 race2)

View File

@@ -547,9 +547,9 @@ public:
bool HasPlayerNearby(float range = sPlayerbotAIConfig->reactDistance);
bool HasManyPlayersNearby(uint32 trigerrValue = 20, float range = sPlayerbotAIConfig->sightDistance);
ActivePiorityType GetPriorityType(ActivityType activityType);
std::pair<uint32, uint32> GetPriorityBracket(ActivePiorityType type);
bool AllowActive(ActivityType activityType);
bool AllowActivity(ActivityType activityType = ALL_ACTIVITY, bool checkNow = false);
uint32 SmartScaleActivity(ActivePiorityType type, uint32 botActiveAlonePerc);
// Check if player is safe to use.
bool IsSafe(Player* player);

View File

@@ -470,6 +470,10 @@ bool PlayerbotAIConfig::Initialize()
sConfigMgr->GetOption<uint32>("AiPlayerbot.botActiveAloneSmartScaleWhenMinLevel", 1);
botActiveAloneSmartScaleWhenMaxLevel =
sConfigMgr->GetOption<uint32>("AiPlayerbot.botActiveAloneSmartScaleWhenMaxLevel", 80);
botActiveAloneSmartScaleDiffWithPlayer =
sConfigMgr->GetOption<uint32>("AiPlayerbot.botActiveAloneSmartScaleDiffWithPlayer", 100);
botActiveAloneSmartScaleDiffEmpty =
sConfigMgr->GetOption<uint32>("AiPlayerbot.botActiveAloneSmartScaleDiffEmpty", 200);
randombotsWalkingRPG = sConfigMgr->GetOption<bool>("AiPlayerbot.RandombotsWalkingRPG", false);
randombotsWalkingRPGInDoors = sConfigMgr->GetOption<bool>("AiPlayerbot.RandombotsWalkingRPG.InDoors", false);

View File

@@ -266,6 +266,8 @@ public:
bool botActiveAloneSmartScale;
uint32 botActiveAloneSmartScaleWhenMinLevel;
uint32 botActiveAloneSmartScaleWhenMaxLevel;
uint32 botActiveAloneSmartScaleDiffWithPlayer;
uint32 botActiveAloneSmartScaleDiffEmpty;
bool freeMethodLoot;
int32 lootRollLevel;

View File

@@ -292,6 +292,11 @@ void RandomPlayerbotMgr::UpdateAIInternal(uint32 elapsed, bool /*minimal*/)
if (!sPlayerbotAIConfig->randomBotAutologin || !sPlayerbotAIConfig->enabled)
return;
if (sPlayerbotAIConfig->botActiveAloneSmartScale)
{
ScaleBotActivity();
}
uint32 maxAllowedBotCount = GetEventValue(0, "bot_count");
if (!maxAllowedBotCount || (maxAllowedBotCount < sPlayerbotAIConfig->minRandomBots ||
maxAllowedBotCount > sPlayerbotAIConfig->maxRandomBots))
@@ -397,6 +402,27 @@ void RandomPlayerbotMgr::UpdateAIInternal(uint32 elapsed, bool /*minimal*/)
}
}
void RandomPlayerbotMgr::ScaleBotActivity()
{
float activityPercentage = getActivityPercentage();
// if (activityPercentage >= 100.0f || activityPercentage <= 0.0f) pid.reset(); //Stop integer buildup during
// max/min activity
// % increase/decrease wanted diff , avg diff
float activityPercentageMod = pid.calculate(sRandomPlayerbotMgr->GetPlayers().empty() ?
sPlayerbotAIConfig->botActiveAloneSmartScaleDiffEmpty :
sPlayerbotAIConfig->botActiveAloneSmartScaleDiffWithPlayer,
sWorldUpdateTime.GetAverageUpdateTime());
activityPercentage = activityPercentageMod + 50;
// Cap the percentage between 0 and 100.
activityPercentage = std::max(0.0f, std::min(100.0f, activityPercentage));
setActivityPercentage(activityPercentage);
}
uint32 RandomPlayerbotMgr::AddRandomBots()
{
uint32 maxAllowedBotCount = GetEventValue(0, "bot_count");

View File

@@ -103,7 +103,8 @@ public:
void LogPlayerLocation();
void UpdateAIInternal(uint32 elapsed, bool minimal = false) override;
//private:
private:
void ScaleBotActivity();
public:
uint32 activeBots = 0;

View File

@@ -234,9 +234,17 @@ bool BGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battlegroun
return false;
TeamId teamId = bot->GetTeamId();
bool noLag = sWorldUpdateTime.GetAverageUpdateTime() < (sRandomPlayerbotMgr->GetPlayers().empty() ?
sPlayerbotAIConfig->botActiveAloneSmartScaleDiffEmpty :
sPlayerbotAIConfig->botActiveAloneSmartScaleDiffWithPlayer) * 1.1;
uint32 BracketSize = bg->GetMaxPlayersPerTeam() * 2;
uint32 TeamSize = bg->GetMaxPlayersPerTeam();
// If performance diff is enabled, only queue if there is no lag
if (sPlayerbotAIConfig->botActiveAloneSmartScale && !noLag)
return false;
// If the bot is in a group, only the leader can queue
if (bot->GetGroup() && !bot->GetGroup()->IsLeader(bot->GetGUID()))
return false;
@@ -569,10 +577,17 @@ bool FreeBGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battleg
return false;
TeamId teamId = bot->GetTeamId();
bool noLag = sWorldUpdateTime.GetAverageUpdateTime() < (sRandomPlayerbotMgr->GetPlayers().empty() ?
sPlayerbotAIConfig->botActiveAloneSmartScaleDiffEmpty :
sPlayerbotAIConfig->botActiveAloneSmartScaleDiffWithPlayer) * 1.1;
uint32 BracketSize = bg->GetMaxPlayersPerTeam() * 2;
uint32 TeamSize = bg->GetMaxPlayersPerTeam();
// If performance diff is enabled, only queue if there is no lag
if (sPlayerbotAIConfig->botActiveAloneSmartScale && !noLag)
return false;
// If the bot is in a group, only the leader can queue
if (bot->GetGroup() && !bot->GetGroup()->IsLeader(bot->GetGUID()))
return false;