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https://github.com/mod-playerbots/mod-playerbots
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Merge pull request #1699 from IainD92/RandomBotGuildTotals_fix
Random bot guild count / generation fix
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@@ -875,23 +875,67 @@ void RandomPlayerbotFactory::CreateRandomGuilds()
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LOG_INFO("playerbots", "Random bot guilds deleted");
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}
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std::unordered_set<uint32> botAccounts;
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botAccounts.reserve(sPlayerbotAIConfig->randomBotAccounts.size());
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for (uint32 acc : sPlayerbotAIConfig->randomBotAccounts)
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botAccounts.insert(acc);
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// Recount bot guilds directly from the database (does not depend on connected bots)
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uint32 guildNumber = 0;
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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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sPlayerbotAIConfig->randomBotGuilds.clear();
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sPlayerbotAIConfig->randomBotGuilds.shrink_to_fit(); // avoids accumulating old capacity
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if (!botAccounts.empty())
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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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if (QueryResult res = CharacterDatabase.Query(
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// We only retrieve what is necessary (guildid, leader account)
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"SELECT g.guildid, c.account "
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"FROM guild g JOIN characters c ON g.leaderguid = c.guid"))
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{
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++guildNumber;
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sPlayerbotAIConfig->randomBotGuilds.push_back(guild->GetId());
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do
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{
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Field* f = res->Fetch();
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const uint32 guildId = f[0].Get<uint32>();
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const uint32 accountId = f[1].Get<uint32>();
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// Determine if guild leader's account is a bot account.
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if (botAccounts.find(accountId) != botAccounts.end())
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{
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++guildNumber;
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sPlayerbotAIConfig->randomBotGuilds.push_back(guildId);
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}
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} while (res->NextRow());
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}
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}
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LOG_INFO("playerbots", "{}/{} random bot guilds exist in guild table",guildNumber, sPlayerbotAIConfig->randomBotGuildCount);
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if (guildNumber >= sPlayerbotAIConfig->randomBotGuildCount)
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{
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LOG_DEBUG("playerbots", "No new random guilds required");
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return;
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}
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// We list the available leaders (online bots, not in guilds)
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GuidVector availableLeaders;
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availableLeaders.reserve(randomBots.size()); // limit reallocs
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for (const uint32 botLowGuid : randomBots)
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{
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ObjectGuid leader = ObjectGuid::Create<HighGuid::Player>(botLowGuid);
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if (sGuildMgr->GetGuildByLeader(leader))
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{
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// already GuildLeader -> ignored
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continue;
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}
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else
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{
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Player* player = ObjectAccessor::FindPlayer(leader);
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if (player && !player->GetGuildId())
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availableLeaders.push_back(leader);
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if (Player* player = ObjectAccessor::FindPlayer(leader))
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{
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if (!player->GetGuildId())
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availableLeaders.push_back(leader);
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}
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}
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}
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LOG_DEBUG("playerbots", "{} 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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@@ -899,10 +943,10 @@ 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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@@ -981,8 +1025,7 @@ void RandomPlayerbotFactory::CreateRandomGuilds()
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}
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// Shows the true total and how many were created during this run
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LOG_INFO("playerbots", "{} random bot guilds available (created this run: {})",
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uint32(sPlayerbotAIConfig->randomBotGuilds.size()), createdThisRun);
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LOG_INFO("playerbots", "{} random bot guilds created this run)", createdThisRun);
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}
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std::string const RandomPlayerbotFactory::CreateRandomGuildName()
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