EnableNewRpgStrategy switch for initialization

This commit is contained in:
Yunfan Li
2024-12-14 21:46:33 +08:00
parent 2656b2d0d9
commit a5d1d7579d
5 changed files with 107 additions and 103 deletions

View File

@@ -433,7 +433,7 @@ public:
std::vector<Player*> GetPlayersInGroup();
const AreaTableEntry* GetCurrentArea();
const AreaTableEntry* GetCurrentZone();
std::string GetLocalizedAreaName(const AreaTableEntry* entry);
static std::string GetLocalizedAreaName(const AreaTableEntry* entry);
bool TellMaster(std::ostringstream& stream, PlayerbotSecurityLevel securityLevel = PLAYERBOT_SECURITY_ALLOW_ALL);
bool TellMaster(std::string const text, PlayerbotSecurityLevel securityLevel = PLAYERBOT_SECURITY_ALLOW_ALL);

View File

@@ -399,6 +399,7 @@ bool PlayerbotAIConfig::Initialize()
worldBuffs.clear();
LOG_INFO("playerbots", "Loading Worldbuff...");
for (uint32 factionId = 0; factionId < 3; factionId++)
{
for (uint32 classId = 0; classId < MAX_CLASSES; classId++)

View File

@@ -556,7 +556,7 @@ void RandomPlayerbotFactory::CreateRandomBots()
totalRandomBotChars += AccountMgr::GetCharactersCount(accountId);
}
LOG_INFO("server.loading", "{} random bot accounts with {} characters available",
LOG_INFO("server.loading", ">> {} random bot accounts with {} characters available",
sPlayerbotAIConfig->randomBotAccounts.size(), totalRandomBotChars);
}

View File

@@ -1433,6 +1433,7 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
"position_x, "
"position_y, "
"position_z, "
"t.minlevel, "
"t.maxlevel "
"FROM "
"(SELECT "
@@ -1476,7 +1477,9 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
float x = fields[1].Get<float>();
float y = fields[2].Get<float>();
float z = fields[3].Get<float>();
uint32 level = fields[4].Get<uint32>();
uint32 min_level = fields[4].Get<uint32>();
uint32 max_level = fields[5].Get<uint32>();
uint32 level = (min_level + max_level) / 2;
WorldLocation loc(mapId, x, y, z, 0);
collected_locs++;
for (int32 l = (int32)level - (int32)sPlayerbotAIConfig->randomBotTeleHigherLevel;
@@ -1490,9 +1493,12 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
}
} while (results->NextRow());
}
LOG_INFO("playerbots", "{} locations for level collected.", collected_locs);
LOG_INFO("playerbots", ">> {} locations for level collected.", collected_locs);
results = WorldDatabase.Query(
LOG_INFO("playerbots", "Preparing innkeepers locations for level collected");
if (sPlayerbotAIConfig->enableNewRpgStrategy)
{
results = WorldDatabase.Query(
"SELECT "
"map, "
"position_x, "
@@ -1510,106 +1516,90 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
"ORDER BY "
"t.minlevel;",
sPlayerbotAIConfig->randomBotMapsAsString.c_str());
collected_locs = 0;
if (results)
{
do
collected_locs = 0;
if (results)
{
Field* fields = results->Fetch();
uint16 mapId = fields[0].Get<uint16>();
float x = fields[1].Get<float>();
float y = fields[2].Get<float>();
float z = fields[3].Get<float>();
float orient = fields[4].Get<float>();
uint32 faction = fields[5].Get<uint32>();
uint32 c_entry = fields[6].Get<uint32>();
const FactionTemplateEntry* entry = sFactionTemplateStore.LookupEntry(faction);
WorldLocation loc(mapId, x + cos(orient) * 5.0f, y + sin(orient) * 5.0f, z + 0.5f, orient + M_PI);
collected_locs++;
Map* map = sMapMgr->FindMap(loc.GetMapId(), 0);
if (!map)
continue;
const AreaTableEntry* area = sAreaTableStore.LookupEntry(map->GetAreaId(1, x, y, z));
uint32 level = area->area_level;
for (int i = 5; i <= maxLevel; i++)
do
{
std::vector<WorldLocation>& locs = locsPerLevelCache[i];
int counter = 0;
WorldLocation levelLoc;
for (auto& checkLoc : locs)
Field* fields = results->Fetch();
uint16 mapId = fields[0].Get<uint16>();
float x = fields[1].Get<float>();
float y = fields[2].Get<float>();
float z = fields[3].Get<float>();
float orient = fields[4].Get<float>();
uint32 faction = fields[5].Get<uint32>();
uint32 c_entry = fields[6].Get<uint32>();
const FactionTemplateEntry* entry = sFactionTemplateStore.LookupEntry(faction);
WorldLocation loc(mapId, x + cos(orient) * 5.0f, y + sin(orient) * 5.0f, z + 0.5f, orient + M_PI);
collected_locs++;
Map* map = sMapMgr->FindMap(loc.GetMapId(), 0);
if (!map)
continue;
const AreaTableEntry* area = sAreaTableStore.LookupEntry(map->GetAreaId(1, x, y, z));
uint32 level = area->area_level;
for (int i = 5; i <= maxLevel; i++)
{
if (loc.GetMapId() != checkLoc.GetMapId())
continue;
if (area->zone !=
map->GetZoneId(1, checkLoc.GetPositionX(), checkLoc.GetPositionY(), checkLoc.GetPositionZ()))
continue;
if (loc.GetExactDist(checkLoc) <= 1000.0f)
std::vector<WorldLocation>& locs = locsPerLevelCache[i];
int counter = 0;
WorldLocation levelLoc;
for (auto& checkLoc : locs)
{
if (loc.GetMapId() != checkLoc.GetMapId())
continue;
if (loc.GetExactDist(checkLoc) > 1000.0f)
continue;
if (area->zone !=
map->GetZoneId(1, checkLoc.GetPositionX(), checkLoc.GetPositionY(), checkLoc.GetPositionZ()))
continue;
counter++;
levelLoc = checkLoc;
}
if (counter < 15)
continue;
if (!(entry->hostileMask & 4))
{
hordeStarterPerLevelCache[i].push_back(loc);
}
if (!(entry->hostileMask & 2))
{
allianceStarterPerLevelCache[i].push_back(loc);
}
LOG_DEBUG("playerbots", "Area: {} Level: {} creature_entry: {} add to: {} {}({},{},{},{})", area->ID,
level, c_entry, i, counter, levelLoc.GetPositionX(), levelLoc.GetPositionY(),
levelLoc.GetPositionZ(), levelLoc.GetMapId());
}
if (counter < 15)
} while (results->NextRow());
}
// add all initial position
for (uint32 i = 1; i < MAX_RACES; i++)
{
for (uint32 j = 1; j < MAX_CLASSES; j++)
{
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(i, j);
if (!info)
continue;
if (!(entry->hostileMask & 4))
WorldPosition pos(info->mapId, info->positionX, info->positionY, info->positionZ, info->orientation);
for (int32 l = 1; l <= 5; l++)
{
hordeStarterPerLevelCache[i].push_back(loc);
if ((1 << (i - 1)) & RACEMASK_ALLIANCE)
allianceStarterPerLevelCache[(uint8)l].push_back(pos);
else
hordeStarterPerLevelCache[(uint8)l].push_back(pos);
}
if (!(entry->hostileMask & 2))
{
allianceStarterPerLevelCache[i].push_back(loc);
}
LOG_DEBUG("playerbots", "Area: {} Level: {} creature_entry: {} add to: {} {}({},{},{},{})", area->ID,
level, c_entry, i, counter, levelLoc.GetPositionX(), levelLoc.GetPositionY(),
levelLoc.GetPositionZ(), levelLoc.GetMapId());
break;
}
// int range = level <= 10 ? 6 : 8;
// for (int32 l = (int32)level; l <= (int32)level + range; l++)
// {
// if (l < 1 || l > maxLevel)
// {
// continue;
// }
// if (!(entry->hostileMask & 4))
// {
// hordeStarterPerLevelCache[(uint8)l].push_back(loc);
// }
// if (!(entry->hostileMask & 2))
// {
// allianceStarterPerLevelCache[(uint8)l].push_back(loc);
// }
// }
} while (results->NextRow());
}
// add all initial position
for (uint32 i = 1; i < MAX_RACES; i++)
{
for (uint32 j = 1; j < MAX_CLASSES; j++)
{
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(i, j);
if (!info)
continue;
WorldPosition pos(info->mapId, info->positionX, info->positionY, info->positionZ, info->orientation);
for (int32 l = 1; l <= 5; l++)
{
if ((1 << (i - 1)) & RACEMASK_ALLIANCE)
allianceStarterPerLevelCache[(uint8)l].push_back(pos);
else
hordeStarterPerLevelCache[(uint8)l].push_back(pos);
}
break;
}
LOG_INFO("playerbots", ">> {} innkeepers locations for level collected.", collected_locs);
}
LOG_INFO("playerbots", "{} innkeepers locations for level collected.", collected_locs);
results = WorldDatabase.Query(
"SELECT "
"map, "
@@ -1673,7 +1663,7 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
}
} while (results->NextRow());
}
LOG_INFO("playerbots", "{} banker locations for level collected.", collected_locs);
LOG_INFO("playerbots", ">> {} banker locations for level collected.", collected_locs);
}
void RandomPlayerbotMgr::PrepareAddclassCache()
@@ -1711,7 +1701,7 @@ void RandomPlayerbotMgr::PrepareAddclassCache()
} while (results->NextRow());
}
}
LOG_INFO("playerbots", "{} characters collected for addclass command.", collected);
LOG_INFO("playerbots", ">> {} characters collected for addclass command.", collected);
}
void RandomPlayerbotMgr::RandomTeleportForLevel(Player* bot)
@@ -2565,6 +2555,7 @@ void RandomPlayerbotMgr::PrintStats()
uint32 stateCount[MAX_TRAVEL_STATE + 1] = {0};
std::vector<std::pair<Quest const*, int32>> questCount;
std::unordered_map<NewRpgStatus, int> rpgStatusCount;
std::unordered_map<uint32, int> zoneCount;
uint8 maxBotLevel = 0;
for (PlayerBotMap::iterator i = playerBots.begin(); i != playerBots.end(); ++i)
{
@@ -2634,6 +2625,8 @@ void RandomPlayerbotMgr::PrintStats()
++tank;
else
++dps;
zoneCount[bot->GetZoneId()]++;
if (sPlayerbotAIConfig->enableNewRpgStrategy)
rpgStatusCount[botAI->rpgInfo.status]++;
@@ -2719,6 +2712,15 @@ void RandomPlayerbotMgr::PrintStats()
LOG_INFO("playerbots", " In BG: {}", inBg);
LOG_INFO("playerbots", " In Rest: {}", rest);
LOG_INFO("playerbots", " Dead: {}", dead);
// LOG_INFO("playerbots", "Bots zone:");
// for (auto &[zond_id, counter] : zoneCount)
// {
// const AreaTableEntry* entry = sAreaTableStore.LookupEntry(zond_id);
// std::string name = PlayerbotAI::GetLocalizedAreaName(entry);
// LOG_INFO("playerbots", " {}: {}", name, counter);
// }
if (sPlayerbotAIConfig->enableNewRpgStrategy)
{
LOG_INFO("playerbots", "Bots rpg status:", dead);

View File

@@ -33,7 +33,7 @@ bool NewRpgStatusUpdateAction::Execute(Event event)
uint32 roll = urand(1, 100);
// IDLE -> NEAR_NPC
// if ((!info.lastNearNpc || info.lastNearNpc + setNpcInterval < getMSTime()) && roll <= 30)
if (roll <= 40)
if (roll <= 30)
{
info.lastNearNpc = getMSTime();
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets");
@@ -44,7 +44,7 @@ bool NewRpgStatusUpdateAction::Execute(Event event)
}
}
// IDLE -> GO_INNKEEPER
else if (bot->GetLevel() >= 6 && roll <= 55)
else if (bot->GetLevel() >= 6 && roll <= 45)
{
WorldPosition pos = SelectRandomInnKeeperPos();
if (pos != WorldPosition() && bot->GetExactDist(pos) > 50.0f)
@@ -155,8 +155,8 @@ WorldPosition NewRpgStatusUpdateAction::SelectRandomGrindPos()
{
if (bot->GetMapId() != loc.GetMapId())
continue;
if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) !=
if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) !=
bot->GetZoneId())
continue;
@@ -182,8 +182,8 @@ WorldPosition NewRpgStatusUpdateAction::SelectRandomGrindPos()
dest = lo_prepared_locs[idx];
}
LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})",
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size());
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size());
return dest;
}
@@ -197,7 +197,7 @@ WorldPosition NewRpgStatusUpdateAction::SelectRandomInnKeeperPos()
{
if (bot->GetMapId() != loc.GetMapId())
continue;
float range = bot->GetLevel() <= 5 ? 500.0f : 2500.0f;
if (bot->GetExactDist(loc) < range)
{
@@ -211,8 +211,8 @@ WorldPosition NewRpgStatusUpdateAction::SelectRandomInnKeeperPos()
dest = prepared_locs[idx];
}
LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random inn keeper pos Map:{} X:{} Y:{} Z:{} ({} available in {})",
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
prepared_locs.size(), locs.size());
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
prepared_locs.size(), locs.size());
return dest;
}
@@ -221,7 +221,8 @@ bool NewRpgGoFarAwayPosAction::MoveFarTo(WorldPosition dest)
float dis = bot->GetExactDist(dest);
if (dis < pathFinderDis)
{
return MoveTo(dest.getMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false, false, true);
return MoveTo(dest.getMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false,
false, true);
}
// performance optimization
@@ -250,13 +251,13 @@ bool NewRpgGoFarAwayPosAction::MoveFarTo(WorldPosition dest)
PathGenerator path(bot);
path.CalculatePath(dx, dy, dz);
PathType type = path.GetPathType();
bool canReach = type == PATHFIND_INCOMPLETE || type == PATHFIND_NORMAL;
if (canReach && fabs(delta) <= minDelta)
{
found = true;
const G3D::Vector3 &endPos = path.GetActualEndPosition();
const G3D::Vector3& endPos = path.GetActualEndPosition();
rx = endPos.x;
ry = endPos.y;
rz = endPos.z;