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https://github.com/mod-playerbots/mod-playerbots
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* FIX Random Bot Guilds not initialising random emblem, colors, etc #1636 FIX Random Bot Guilds not initialising random emblem, colors, etc #1636 * Update RandomPlayerbotFactory.cpp * Add sql patch an remove FixEmptyGuildEmblems() function
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@@ -0,0 +1,8 @@
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UPDATE guild
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SET
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EmblemStyle = FLOOR(RAND() * 181),
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EmblemColor = FLOOR(RAND() * 18),
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BorderStyle = FLOOR(RAND() * 8),
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BorderColor = FLOOR(RAND() * 18),
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BackgroundColor = FLOOR(RAND() * 52)
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WHERE EmblemStyle=0 AND EmblemColor=0 AND BorderStyle=0 AND BorderColor=0 AND BackgroundColor=0;
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@@ -15,6 +15,9 @@
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#include "SharedDefines.h"
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#include "SocialMgr.h"
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#include "Timer.h"
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#include "Guild.h" // EmblemInfo::SaveToDB
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#include "Log.h"
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#include "GuildMgr.h"
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std::map<uint8, std::vector<uint8>> RandomPlayerbotFactory::availableRaces;
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@@ -890,7 +893,9 @@ void RandomPlayerbotFactory::CreateRandomGuilds()
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}
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}
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for (; guildNumber < sPlayerbotAIConfig->randomBotGuildCount; ++guildNumber)
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// Create up to randomBotGuildCount by counting only EFFECTIVE creations
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uint32 createdThisRun = 0;
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for (; guildNumber < sPlayerbotAIConfig->randomBotGuildCount; /* ++guildNumber -> done only if creation */)
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{
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std::string const guildName = CreateRandomGuildName();
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if (guildName.empty())
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@@ -902,21 +907,29 @@ void RandomPlayerbotFactory::CreateRandomGuilds()
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if (availableLeaders.empty())
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{
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LOG_ERROR("playerbots", "No leaders for random guilds available");
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continue;
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break; // no more leaders: we can no longer progress without distorting the counter
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}
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uint32 index = urand(0, availableLeaders.size() - 1);
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ObjectGuid leader = availableLeaders[index];
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availableLeaders.erase(availableLeaders.begin() + index); // Removes the chosen leader to avoid re-selecting it repeatedly
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Player* player = ObjectAccessor::FindPlayer(leader);
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if (!player)
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{
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LOG_ERROR("playerbots", "ObjectAccessor Cannot find player to set leader for guild {} . Skipped...",
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guildName.c_str());
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// we will try with other leaders in the next round (guildNumber is not incremented)
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continue;
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}
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if (player->GetGuildId())
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{
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// leader already in guild -> we don't advance the counter, we move on to the next one
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continue;
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}
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LOG_DEBUG("playerbots", "Creating guild name='{}' leader='{}'...", guildName.c_str(), player->GetName().c_str());
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Guild* guild = new Guild();
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if (!guild->Create(player, guildName))
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@@ -929,6 +942,8 @@ void RandomPlayerbotFactory::CreateRandomGuilds()
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sGuildMgr->AddGuild(guild);
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LOG_DEBUG("playerbots", "Guild created: id={} name='{}'", guild->GetId(), guildName.c_str());
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// create random emblem
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uint32 st, cl, br, bc, bg;
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bg = urand(0, 51);
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@@ -936,13 +951,38 @@ void RandomPlayerbotFactory::CreateRandomGuilds()
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cl = urand(0, 17);
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br = urand(0, 7);
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st = urand(0, 180);
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EmblemInfo emblemInfo(st, cl, br, bc, bg);
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guild->HandleSetEmblem(emblemInfo);
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sPlayerbotAIConfig->randomBotGuilds.push_back(guild->GetId());
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LOG_DEBUG("playerbots",
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"[TABARD] new guild id={} random -> style={}, color={}, borderStyle={}, borderColor={}, bgColor={}",
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guild->GetId(), st, cl, br, bc, bg);
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// populate guild table with a random tabard design
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CharacterDatabase.Execute(
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"UPDATE guild SET EmblemStyle={}, EmblemColor={}, BorderStyle={}, BorderColor={}, BackgroundColor={} "
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"WHERE guildid={}",
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st, cl, br, bc, bg, guild->GetId());
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LOG_DEBUG("playerbots", "[TABARD] UPDATE done for guild id={}", guild->GetId());
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// Immediate reading for log
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if (QueryResult qr = CharacterDatabase.Query(
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"SELECT EmblemStyle,EmblemColor,BorderStyle,BorderColor,BackgroundColor FROM guild WHERE guildid={}",
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guild->GetId()))
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{
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Field* f = qr->Fetch();
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LOG_DEBUG("playerbots",
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"[TABARD] DB check guild id={} => style={}, color={}, borderStyle={}, borderColor={}, bgColor={}",
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guild->GetId(), f[0].Get<uint8>(), f[1].Get<uint8>(), f[2].Get<uint8>(), f[3].Get<uint8>(), f[4].Get<uint8>());
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}
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LOG_INFO("playerbots", "{} random bot guilds available", guildNumber);
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sPlayerbotAIConfig->randomBotGuilds.push_back(guild->GetId());
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// The guild is only counted if it is actually created
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++guildNumber;
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++createdThisRun;
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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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}
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std::string const RandomPlayerbotFactory::CreateRandomGuildName()
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@@ -12,6 +12,7 @@
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#include "Playerbots.h"
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#include "RandomPlayerbotFactory.h"
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#include "ServerFacade.h"
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#include "SharedDefines.h" // GOLD
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bool BuyPetitionAction::Execute(Event event)
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{
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@@ -237,6 +238,15 @@ bool PetitionTurnInAction::Execute(Event event)
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if (bot->GetGuildId())
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{
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// Ensure that bot has at least 10g for HandleSetEmblem can be managed core side
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// (EMBLEM_PRICE = 10 * GOLD in core)
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static constexpr uint32 REQUIRED = 10 * GOLD;
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uint32 have = bot->GetMoney(); // actual money earned by bot in copper
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if (have < REQUIRED)
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{
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bot->ModifyMoney(int32(REQUIRED - have)); // add only the missing amount to bot to reach 10g
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}
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Guild* guild = sGuildMgr->GetGuildById(bot->GetGuildId());
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uint32 st, cl, br, bc, bg;
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@@ -247,7 +257,7 @@ bool PetitionTurnInAction::Execute(Event event)
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st = urand(0, 180);
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EmblemInfo emblemInfo(st, cl, br, bc, bg);
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guild->HandleSetEmblem(emblemInfo);
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guild->HandleSetEmblem(emblemInfo); // official core handling
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// LANG_GUILD_VETERAN -> can invite
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guild->HandleSetRankInfo(2, GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK | GR_RIGHT_INVITE);
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