Ported cmangos of allowAcitity and prority, removed autoscaled based on latency

This commit is contained in:
bash
2024-10-07 20:57:19 +00:00
parent 2695b3378e
commit e8c8401b4a
6 changed files with 209 additions and 91 deletions

View File

@@ -3926,7 +3926,10 @@ Player* PlayerbotAI::GetGroupMaster()
uint32 PlayerbotAI::GetFixedBotNumer(BotTypeNumber typeNumber, uint32 maxNum, float cyclePerMin)
{
uint32 randseed = rand32(); // Seed random number
//deterministic seed
uint8 seedNumber = uint8(typeNumber);
std::mt19937 rng(seedNumber);
uint32 randseed = rng(); // Seed random number
uint32 randnum = bot->GetGUID().GetCounter() + randseed; // Semi-random but fixed number for each bot.
if (cyclePerMin > 0)
@@ -3936,8 +3939,7 @@ uint32 PlayerbotAI::GetFixedBotNumer(BotTypeNumber typeNumber, uint32 maxNum, fl
randnum += cycle; // Make the random number cylce.
}
randnum =
(randnum % (maxNum + 1)); // Loops the randomnumber at maxNum. Bassically removes all the numbers above 99.
randnum = (randnum % (maxNum + 1)); // Loops the randomnumber at maxNum. Bassically removes all the numbers above 99.
return randnum; // Now we have a number unique for each bot between 0 and maxNum that increases by cyclePerMin.
}
@@ -4075,18 +4077,15 @@ inline bool HasRealPlayers(Map* map)
return false;
}
bool PlayerbotAI::AllowActive(ActivityType activityType)
ActivePiorityType PlayerbotAI::GetPriorityType(ActivityType activityType)
{
// General exceptions
if (activityType == PACKET_ACTIVITY)
return true;
// First priority - priorities disabled or has player master. Always active.
if (HasRealPlayerMaster())
return ActivePiorityType::HAS_REAL_PLAYER_MASTER;
if (GetMaster()) // Has player master. Always active.
{
PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(GetMaster());
if (!masterBotAI || masterBotAI->IsRealPlayer())
return true;
}
// Self bot in a group with a bot master.
if (IsRealPlayer())
return ActivePiorityType::IS_REAL_PLAYER;
Group* group = bot->GetGroup();
if (group)
@@ -4102,19 +4101,40 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
PlayerbotAI* memberBotAI = GET_PLAYERBOT_AI(member);
if (!memberBotAI || memberBotAI->HasRealPlayerMaster())
return true;
return ActivePiorityType::IN_GROUP_WITH_REAL_PLAYER;
if (group->IsLeader(member->GetGUID()))
{
if (!memberBotAI->AllowActivity(PARTY_ACTIVITY))
return false;
return ActivePiorityType::IN_GROUP_WITH_REAL_PLAYER;
}
}
}
if (!WorldPosition(bot).isOverworld()) // bg, raid, dungeon
return true;
if (bot->IsBeingTeleported()) // Allow activity while teleportation.
return ActivePiorityType::IN_INSTANCE;
if (bot->InBattlegroundQueue()) // In bg queue. Speed up bg queue/join.
return true;
if (!WorldPosition(bot).isOverworld())
return ActivePiorityType::IN_INSTANCE;
if (HasPlayerNearby())
return ActivePiorityType::VISIBLE_FOR_PLAYER;
if (activityType != OUT_OF_PARTY_ACTIVITY && activityType != PACKET_ACTIVITY)
{
// Is in combat.Defend yourself.
if (bot->IsInCombat())
return ActivePiorityType::IN_COMBAT;
}
if (HasPlayerNearby(300.f))
return ActivePiorityType::NEARBY_PLAYER;
//if (sPlayerbotAIConfig->IsFreeAltBot(bot) || HasStrategy("travel once", BotState::BOT_STATE_NON_COMBAT))
// return ActivePiorityType::IS_ALWAYS_ACTIVE;
if (bot->InBattlegroundQueue())
return ActivePiorityType::IN_BG_QUEUE;
bool isLFG = false;
if (group)
@@ -4124,62 +4144,166 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
isLFG = true;
}
}
if (sLFGMgr->GetState(bot->GetGUID()) != lfg::LFG_STATE_NONE)
{
isLFG = true;
}
if (isLFG)
return true;
return ActivePiorityType::IN_LFG;
if (activityType != OUT_OF_PARTY_ACTIVITY && activityType != PACKET_ACTIVITY) // Is in combat. Defend yourself.
if (bot->IsInCombat())
return true;
if (HasPlayerNearby(300.f)) // Player is near. Always active.
return true;
// If has real players - slow down continents without player
// This means we first disable bots in a different continent/area.
if (sRandomPlayerbotMgr->GetPlayers().empty())
return ActivePiorityType::IN_EMPTY_SERVER;
// friends always active
// HasFriend sometimes cause crash, disable
// for (auto& player : sRandomPlayerbotMgr->GetPlayers())
// {
// if (!player || !player->IsInWorld())
// continue;
// for (auto& player : sRandomPlayerbotMgr->GetPlayers())
// {
// if (!player || !player->IsInWorld())
// continue;
// if (player->GetSocial()->HasFriend(bot->GetGUID()))
// return true;
// return ActivePiorityType::PLAYER_FRIEND;
// }
if (activityType == OUT_OF_PARTY_ACTIVITY ||
activityType == GRIND_ACTIVITY) // Many bots nearby. Do not do heavy area checks.
if (HasManyPlayersNearby())
return false;
// real guild always active if member+
if (IsInRealGuild())
return ActivePiorityType::PLAYER_GUILD;
// Bots don't need to move using PathGenerator.
if (activityType == DETAILED_MOVE_ACTIVITY)
return false;
if (bot->IsBeingTeleported() || !bot->IsInWorld() || !HasRealPlayers(bot->GetMap()))
return ActivePiorityType::IN_INACTIVE_MAP;
// All exceptions are now done.
// Below is code to have a specified % of bots active at all times.
// The default is 10%. With 0.1% of all bots going active or inactive each minute.
if (sPlayerbotAIConfig->botActiveAlone <= 0)
return false;
uint32 mod = sPlayerbotAIConfig->botActiveAlone > 100 ? 100 : sPlayerbotAIConfig->botActiveAlone;
if (sPlayerbotAIConfig->botActiveAloneAutoScale)
// IN_ACTIVE_AREA
if (activityType == OUT_OF_PARTY_ACTIVITY || activityType == GRIND_ACTIVITY)
{
mod = AutoScaleActivity(mod);
// Many bots nearby. Do not do heavy area checks.
if (HasManyPlayersNearby())
return ActivePiorityType::IN_ACTIVE_AREA;
}
uint32 ActivityNumber =
GetFixedBotNumer(BotTypeNumber::ACTIVITY_TYPE_NUMBER, 100,
sPlayerbotAIConfig->botActiveAlone * static_cast<float>(mod) / 100 * 0.01f);
return ActivePiorityType::IN_ACTIVE_AREA;
}
return ActivityNumber <=
(sPlayerbotAIConfig->botActiveAlone * mod) /
100; // The given percentage of bots should be active and rotate 1% of those active bots each minute.
// 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, all bots in this bracket 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
if (activityType == PACKET_ACTIVITY)
return true;
ActivePiorityType type = GetPriorityType(activityType);
if (activityType == DETAILED_MOVE_ACTIVITY)
{
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:
case ActivePiorityType::IN_COMBAT:
case ActivePiorityType::NEARBY_PLAYER:
return true;
break;
case ActivePiorityType::IS_ALWAYS_ACTIVE:
case ActivePiorityType::IN_BG_QUEUE:
case ActivePiorityType::IN_LFG:
case ActivePiorityType::PLAYER_FRIEND:
case ActivePiorityType::PLAYER_GUILD:
case ActivePiorityType::IN_ACTIVE_AREA:
case ActivePiorityType::IN_EMPTY_SERVER:
case ActivePiorityType::IN_ACTIVE_MAP:
case ActivePiorityType::IN_INACTIVE_MAP:
default:
break;
}
}
else if (activityType == REACT_ACTIVITY)
{
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:
case ActivePiorityType::IS_ALWAYS_ACTIVE:
case ActivePiorityType::IN_COMBAT:
return true;
break;
case ActivePiorityType::NEARBY_PLAYER:
case ActivePiorityType::IN_BG_QUEUE:
case ActivePiorityType::IN_LFG:
case ActivePiorityType::PLAYER_FRIEND:
case ActivePiorityType::PLAYER_GUILD:
case ActivePiorityType::IN_ACTIVE_AREA:
case ActivePiorityType::IN_EMPTY_SERVER:
case ActivePiorityType::IN_ACTIVE_MAP:
case ActivePiorityType::IN_INACTIVE_MAP:
default:
return false;
break;
}
}
// GetPriorityBracket acitivity
std::pair<uint8, uint8> priorityBracket = GetPriorityBracket(type);
if (!priorityBracket.second)
return true; // No scaling
// Activity between 0 and 100.
float activityPercentage = sRandomPlayerbotMgr->getActivityPercentage();
if (priorityBracket.first >= activityPercentage)
return false;
if (priorityBracket.second <= activityPercentage && priorityBracket.second < 100)
return true;
float activePerc = (activityPercentage - priorityBracket.first) / (priorityBracket.second - priorityBracket.first);
activePerc *= (priorityBracket.second == 100) ? sPlayerbotAIConfig->botActiveAlone : 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, activePerc * 0.01f);
// 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)
@@ -4196,31 +4320,6 @@ bool PlayerbotAI::AllowActivity(ActivityType activityType, bool checkNow)
return allowed;
}
uint32 PlayerbotAI::AutoScaleActivity(uint32 mod)
{
uint32 maxDiff = sWorldUpdateTime.GetAverageUpdateTime();
if (maxDiff > 500) return 0;
if (maxDiff > 250)
{
if (Map* map = bot->GetMap())
{
if (map->GetEntry()->IsWorldMap() &&
(!HasRealPlayers(map) ||
!map->IsGridLoaded(bot->GetPositionX(), bot->GetPositionY())))
return 0;
}
return (mod * 1) / 10;
}
if (maxDiff > 200) return (mod * 3) / 10;
if (maxDiff > 150) return (mod * 5) / 10;
if (maxDiff > 100) return (mod * 6) / 10;
if (maxDiff > 80) return (mod * 9) / 10;
return mod;
}
bool PlayerbotAI::IsOpposing(Player* player) { return IsOpposing(player->getRace(), bot->getRace()); }
bool PlayerbotAI::IsOpposing(uint8 race1, uint8 race2)

View File

@@ -241,6 +241,27 @@ enum class GuilderType : uint8
VERY_LARGE = 250
};
enum class ActivePiorityType : uint8
{
IS_REAL_PLAYER = 0,
HAS_REAL_PLAYER_MASTER = 1,
IN_GROUP_WITH_REAL_PLAYER = 2,
IN_INSTANCE = 3,
VISIBLE_FOR_PLAYER = 4,
IS_ALWAYS_ACTIVE = 5,
IN_COMBAT = 6,
IN_BG_QUEUE = 7,
IN_LFG = 8,
NEARBY_PLAYER = 9,
PLAYER_FRIEND = 10,
PLAYER_GUILD = 11,
IN_ACTIVE_AREA = 12,
IN_ACTIVE_MAP = 13,
IN_INACTIVE_MAP = 14,
IN_EMPTY_SERVER = 15,
MAX_TYPE
};
enum ActivityType
{
GRIND_ACTIVITY = 1,
@@ -250,8 +271,8 @@ enum ActivityType
PACKET_ACTIVITY = 5,
DETAILED_MOVE_ACTIVITY = 6,
PARTY_ACTIVITY = 7,
ALL_ACTIVITY = 8,
REACT_ACTIVITY = 8,
ALL_ACTIVITY = 9,
MAX_ACTIVITY_TYPE
};
@@ -525,9 +546,10 @@ public:
bool HasPlayerNearby(WorldPosition* pos, float range = sPlayerbotAIConfig->reactDistance);
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 AutoScaleActivity(uint32 mod);
// Check if player is safe to use.
bool IsSafe(Player* player);

View File

@@ -465,7 +465,6 @@ bool PlayerbotAIConfig::Initialize()
playerbotsXPrate = sConfigMgr->GetOption<int32>("AiPlayerbot.KillXPRate", 1);
disableDeathKnightLogin = sConfigMgr->GetOption<bool>("AiPlayerbot.DisableDeathKnightLogin", 0);
botActiveAlone = sConfigMgr->GetOption<int32>("AiPlayerbot.BotActiveAlone", 100);
botActiveAloneAutoScale = sConfigMgr->GetOption<bool>("AiPlayerbot.botActiveAloneAutoScale", true);
enablePrototypePerformanceDiff = sConfigMgr->GetOption<bool>("AiPlayerbot.EnablePrototypePerformanceDiff", false);
diffWithPlayer = sConfigMgr->GetOption<int32>("AiPlayerbot.DiffWithPlayer", 100);

View File

@@ -263,7 +263,6 @@ public:
uint32 playerbotsXPrate;
bool disableDeathKnightLogin;
uint32 botActiveAlone;
bool botActiveAloneAutoScale;
uint32 enablePrototypePerformanceDiff;
uint32 diffWithPlayer;

View File

@@ -1108,6 +1108,9 @@ bool RandomPlayerbotMgr::ProcessBot(uint32 bot)
bool RandomPlayerbotMgr::ProcessBot(Player* player)
{
if (!player || !player->IsInWorld() || player->IsBeingTeleported() || player->GetSession()->isLogingOut())
return false;
uint32 bot = player->GetGUID().GetCounter();
if (player->InBattleground())