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https://github.com/mod-playerbots/mod-playerbots
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AutoScaleActivity refactoring (#1375)
* AutoScaleActivity refactoring * Abandon AutoScaleActivity 5% stepping
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@@ -717,8 +717,8 @@ AiPlayerbot.BotActiveAloneForceWhenInGuild = 1
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# The default is 1. When enabled (smart) scales the 'BotActiveAlone' value.
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# (The scaling will be overruled by the BotActiveAloneForceWhen...rules)
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#
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# Limitfloor - when DIFF (latency) above floor, activity scaling is applied starting with 90%
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# LimitCeiling - when DIFF (latency) above ceiling, activity is 0%;
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# Limitfloor - when DIFF (latency) is above floor, activity scaling begins
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# LimitCeiling - when DIFF (latency) is above ceiling, activity is 0%
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#
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# MinLevel - only apply scaling when level is above or equal to min(bot)Level
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# MaxLevel - only apply scaling when level is lower or equal of max(bot)Level
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@@ -4365,26 +4365,28 @@ bool PlayerbotAI::AllowActivity(ActivityType activityType, bool checkNow)
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uint32 PlayerbotAI::AutoScaleActivity(uint32 mod)
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{
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// Current max server update time (ms), and the configured floor/ceiling values for bot scaling
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uint32 maxDiff = sWorldUpdateTime.GetMaxUpdateTimeOfCurrentTable();
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uint32 diffLimitFloor = sPlayerbotAIConfig->botActiveAloneSmartScaleDiffLimitfloor;
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uint32 diffLimitCeiling = sPlayerbotAIConfig->botActiveAloneSmartScaleDiffLimitCeiling;
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double spreadSize = (double)(diffLimitCeiling - diffLimitFloor) / 6;
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// apply scaling
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if (diffLimitCeiling <= diffLimitFloor)
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{
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// Perfrom binary decision if ceiling <= floor: Either all bots are active or none are
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return (maxDiff > diffLimitCeiling) ? 0 : mod;
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}
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if (maxDiff > diffLimitCeiling)
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return 0;
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if (maxDiff > diffLimitFloor + (4 * spreadSize))
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return (mod * 1) / 10;
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if (maxDiff > diffLimitFloor + (3 * spreadSize))
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return (mod * 3) / 10;
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if (maxDiff > diffLimitFloor + (2 * spreadSize))
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return (mod * 5) / 10;
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if (maxDiff > diffLimitFloor + (1 * spreadSize))
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return (mod * 7) / 10;
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if (maxDiff > diffLimitFloor)
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return (mod * 9) / 10;
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return mod;
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if (maxDiff <= diffLimitFloor)
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return mod;
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// Calculate lag progress from floor to ceiling (0 to 1)
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double lagProgress = (maxDiff - diffLimitFloor) / (double)(diffLimitCeiling - diffLimitFloor);
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// Apply the percentage of active bots (the complement of lag progress) to the mod value
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return static_cast<uint32>(mod * (1 - lagProgress));
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}
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bool PlayerbotAI::IsOpposing(Player* player) { return IsOpposing(player->getRace(), bot->getRace()); }
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