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https://github.com/mod-playerbots/mod-playerbots
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* Rewrite RandomPlayerbotFactory - rewrite constructor and utility methods, simplify checks and logic * Update the comment to clarify the original logic for race selection * Remove magic numbers from CombineRaceAndGender method (gender) * Add checks for races and classes disabled during random bot creation
1111 lines
46 KiB
C++
1111 lines
46 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "RandomPlayerbotFactory.h"
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#include "AccountMgr.h"
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#include "ArenaTeamMgr.h"
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#include "DatabaseEnv.h"
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#include "GuildMgr.h"
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#include "PlayerbotFactory.h"
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#include "Playerbots.h"
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#include "ScriptMgr.h"
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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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constexpr RandomPlayerbotFactory::NameRaceAndGender RandomPlayerbotFactory::CombineRaceAndGender(uint8 race,
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uint8 gender)
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{
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NameRaceAndGender baseIndex;
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switch (race)
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{
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case RACE_ORC: baseIndex = NameRaceAndGender::OrcMale; break;
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case RACE_DWARF: baseIndex = NameRaceAndGender::DwarfMale; break;
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case RACE_NIGHTELF: baseIndex = NameRaceAndGender::NightelfMale; break;
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case RACE_TAUREN: baseIndex = NameRaceAndGender::TaurenMale; break;
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case RACE_GNOME: baseIndex = NameRaceAndGender::GnomeMale; break;
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case RACE_TROLL: baseIndex = NameRaceAndGender::TrollMale; break;
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case RACE_BLOODELF: baseIndex = NameRaceAndGender::BloodelfMale; break;
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case RACE_DRAENEI: baseIndex = NameRaceAndGender::DraeneiMale; break;
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case RACE_HUMAN:
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case RACE_UNDEAD_PLAYER:
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default:
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baseIndex = NameRaceAndGender::GenericMale;
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break;
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}
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return static_cast<NameRaceAndGender>(static_cast<uint8>(baseIndex) + ((gender >= GENDER_NONE) ? GENDER_MALE : gender));
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}
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bool RandomPlayerbotFactory::IsValidRaceClassCombination(uint8 race, uint8 cls, uint32 expansion)
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{
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// skip expansion races if not playing with expansion
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if (expansion < EXPANSION_THE_BURNING_CRUSADE && (race == RACE_BLOODELF || race == RACE_DRAENEI))
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return false;
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// skip expansion classes if not playing with expansion
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if (expansion < EXPANSION_WRATH_OF_THE_LICH_KING && cls == CLASS_DEATH_KNIGHT)
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return false;
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PlayerInfo const* info = sObjectMgr->GetPlayerInfo(race, cls);
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return info != nullptr;
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}
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Player* RandomPlayerbotFactory::CreateRandomBot(WorldSession* session, uint8 cls, std::unordered_map<NameRaceAndGender, std::vector<std::string>>& nameCache)
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{
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LOG_DEBUG("playerbots", "Creating a new random bot for class: {}", cls);
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const bool alliance = static_cast<bool>(urand(0, 1));
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std::vector<uint8> raceOptions;
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for (uint8 race = RACE_HUMAN; race < MAX_RACES; ++race)
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{
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// skip disabled with config races
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if ((1 << (race - 1)) & sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_RACEMASK))
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continue;
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// Try to get 50/50 faction distribution for random bot population balance.
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// Without this check, races from the faction with more class options would dominate.
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if (alliance == IsAlliance(race))
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{
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if (IsValidRaceClassCombination(race, cls, sWorld->getIntConfig(CONFIG_EXPANSION)))
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raceOptions.push_back(race);
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}
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}
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if (raceOptions.empty())
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{
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LOG_ERROR("playerbots", "No races are available for class: {}", cls);
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return nullptr;
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}
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const uint8 race = raceOptions[urand(0, raceOptions.size() - 1)];
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const uint8 gender = urand(0, 1) ? GENDER_MALE : GENDER_FEMALE;
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const auto raceAndGender = CombineRaceAndGender(race, gender);
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std::string name;
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if (!nameCache.empty())
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{
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if (nameCache[raceAndGender].empty())
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{
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LOG_ERROR("playerbots", "No names found for the specified race: {} and gender: {}",
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race, gender);
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return nullptr;
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}
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uint32 i = urand(0, nameCache[raceAndGender].size() - 1);
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name = nameCache[raceAndGender][i];
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swap(nameCache[raceAndGender][i], nameCache[raceAndGender].back());
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nameCache[raceAndGender].pop_back();
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}
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else
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{
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name = CreateRandomBotName(raceAndGender);
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}
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if (name.empty())
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{
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LOG_ERROR("playerbots", "Failed to get a valid random bot name");
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return nullptr;
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}
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std::vector<uint8> skinColors, facialHairTypes;
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std::vector<std::pair<uint8, uint8>> faces, hairs;
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for (CharSectionsEntry const* charSection : sCharSectionsStore)
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{
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if (charSection->Race != race || charSection->Gender != gender)
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continue;
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switch (charSection->GenType)
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{
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case SECTION_TYPE_SKIN:
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skinColors.push_back(charSection->Color);
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break;
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case SECTION_TYPE_FACE:
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faces.push_back(std::pair<uint8, uint8>(charSection->Type, charSection->Color));
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break;
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case SECTION_TYPE_FACIAL_HAIR:
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facialHairTypes.push_back(charSection->Type);
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break;
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case SECTION_TYPE_HAIR:
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hairs.push_back(std::pair<uint8, uint8>(charSection->Type, charSection->Color));
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break;
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}
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}
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//uint8 skinColor = skinColors[urand(0, skinColors.size() - 1)]; //not used, line marked for removal.
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std::pair<uint8, uint8> face = faces[urand(0, faces.size() - 1)];
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std::pair<uint8, uint8> hair = hairs[urand(0, hairs.size() - 1)];
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bool excludeCheck = (race == RACE_TAUREN) || (race == RACE_DRAENEI) ||
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(gender == GENDER_FEMALE && race != RACE_NIGHTELF && race != RACE_UNDEAD_PLAYER);
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uint8 facialHair = excludeCheck ? 0 : facialHairTypes[urand(0, facialHairTypes.size() - 1)];
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std::unique_ptr<CharacterCreateInfo> characterInfo = std::make_unique<CharacterCreateInfo>(
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name, race, cls, gender, face.second, face.first, hair.first, hair.second, facialHair);
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Player* player = new Player(session);
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player->GetMotionMaster()->Initialize();
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if (!player->Create(sObjectMgr->GetGenerator<HighGuid::Player>().Generate(), characterInfo.get()))
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{
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player->CleanupsBeforeDelete();
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delete player;
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LOG_ERROR("playerbots", "Unable to create random bot - name: \"{}\", race: {}, class: {}",
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name.c_str(), race, cls);
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return nullptr;
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}
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player->setCinematic(2);
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player->SetAtLoginFlag(AT_LOGIN_NONE);
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if (cls == CLASS_DEATH_KNIGHT)
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{
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player->learnSpell(50977, false);
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}
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LOG_DEBUG("playerbots", "Random bot created - name: \"{}\", race: {}, class: {}",
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name.c_str(), race, cls);
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return player;
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}
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std::string const RandomPlayerbotFactory::CreateRandomBotName(NameRaceAndGender raceAndGender)
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{
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std::string botName = "";
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int tries = 3;
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while (--tries)
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{
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QueryResult result = CharacterDatabase.Query(
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"SELECT n.name "
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"FROM playerbots_names n "
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"LEFT OUTER JOIN characters c ON c.name = n.name "
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"WHERE c.guid IS NULL and n.gender = '{}' "
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"ORDER BY RAND() LIMIT 1",
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static_cast<uint8>(raceAndGender));
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if (!result)
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{
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break;
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}
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Field* fields = result->Fetch();
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botName = fields[0].Get<std::string>();
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if (ObjectMgr::CheckPlayerName(botName) == CHAR_NAME_SUCCESS) // Checks for reservation & profanity, too
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{
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
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stmt->SetData(0, botName);
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if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
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continue;
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return botName;
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}
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}
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// CONLANG NAME GENERATION
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LOG_ERROR("playerbots", "No more names left for random bots. Attempting conlang name generation.");
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const std::string groupCategory = "SCVKRU";
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const std::string groupFormStart[2][4] = {{"SV", "SV", "VK", "RV"}, {"V", "SU", "VS", "RV"}};
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const std::string groupFormMid[2][6] = {{"CV", "CVC", "CVC", "CVK", "VC", "VK"},
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{"CV", "CVC", "CVK", "KVC", "VC", "KV"}};
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const std::string groupFormEnd[2][4] = {{"CV", "VC", "VK", "CV"}, {"RU", "UR", "VR", "V"}};
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const std::string groupLetter[2][6] = {
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// S C V K R U
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{"dtspkThfS", "bcCdfghjkmnNqqrrlsStTvwxyz", "aaeeiouA", "ppttkkbdg", "lmmnrr", "AEO"},
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{"dtskThfS", "bcCdfghjkmmnNqrrlssStTvwyz", "aaaeeiiuAAEIO", "ppttkbbdg", "lmmnrrr", "AEOy"}};
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const std::string replaceRule[2][17] = {
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{"ST", "ka", "ko", "ku", "kr", "S", "T", "C", "N", "jj", "AA", "AI", "A", "E", "O", "I", "aa"},
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{"sth", "ca", "co", "cu", "cr", "sh", "th", "ch", "ng", "dg", "A", "ayu", "ai", "ei", "ou", "iu", "ae"}};
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const auto gender = static_cast<uint8>(raceAndGender) % 2;
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tries = 10;
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while (--tries)
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{
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botName.clear();
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// Build name from groupForms
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// Pick random start group
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botName = groupFormStart[gender][rand() % 4];
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// Pick up to 2 and then up to 1 additional middle group
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for (int i = 0; i < rand() % 3 + rand() % 2; i++)
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{
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botName += groupFormMid[gender][rand() % 6];
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}
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// Pick up to 1 end group
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botName += rand() % 2 ? groupFormEnd[gender][rand() % 4] : "";
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// If name is single letter add random end group
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botName += (botName.size() < 2) ? groupFormEnd[gender][rand() % 4] : "";
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// Replace Catagory value with random Letter from that Catagory's Letter string for a given bot gender
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for (int i = 0; i < botName.size(); i++)
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{
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botName[i] = groupLetter[gender][groupCategory.find(botName[i])]
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[rand() % groupLetter[gender][groupCategory.find(botName[i])].size()];
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}
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// Itterate over replace rules
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for (int i = 0; i < 17; i++)
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{
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int j = botName.find(replaceRule[0][i]);
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while (j > -1)
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{
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botName.replace(j, replaceRule[0][i].size(), replaceRule[1][i]);
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j = botName.find(replaceRule[0][i]);
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}
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}
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// Capitalize first letter
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botName[0] -= 32;
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if (ObjectMgr::CheckPlayerName(botName) != CHAR_NAME_SUCCESS) // Checks for reservation & profanity, too
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{
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botName.clear();
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continue;
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}
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
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stmt->SetData(0, botName);
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if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
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{
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botName.clear();
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continue;
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}
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return std::move(botName);
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}
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// TRUE RANDOM NAME GENERATION
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LOG_ERROR("playerbots", "Conlang name generation failed. True random name fallback.");
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tries = 10;
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while (--tries)
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{
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for (uint8 i = 0; i < 10; i++)
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{
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botName += (i == 0 ? 'A' : 'a') + rand() % 26;
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}
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if (ObjectMgr::CheckPlayerName(botName) != CHAR_NAME_SUCCESS) // Checks for reservation & profanity, too
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{
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botName.clear();
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continue;
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}
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
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stmt->SetData(0, botName);
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if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
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{
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botName.clear();
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continue;
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}
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return std::move(botName);
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}
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LOG_ERROR("playerbots", "Random name generation failed.");
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botName.clear();
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return std::move(botName);
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}
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// Calculates the total number of required accounts, either using the specified randomBotAccountCount
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// or determining it dynamically based on MaxRandomBots, EnablePeriodicOnlineOffline and its ratio,
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// and AddClassAccountPoolSize. The system also factors in the types of existing account, as assigned by
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// AssignAccountTypes()
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uint32 RandomPlayerbotFactory::CalculateTotalAccountCount()
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{
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// Reset account types if features are disabled
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// Reset is done here to precede needed accounts calculations
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if (sPlayerbotAIConfig->maxRandomBots == 0 || sPlayerbotAIConfig->addClassAccountPoolSize == 0)
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{
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if (sPlayerbotAIConfig->maxRandomBots == 0)
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{
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PlayerbotsDatabase.Execute("UPDATE playerbots_account_type SET account_type = 0 WHERE account_type = 1");
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LOG_INFO("playerbots", "MaxRandomBots set to 0, any RNDbot accounts (type 1) will be unassigned (type 0)");
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}
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if (sPlayerbotAIConfig->addClassAccountPoolSize == 0)
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{
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PlayerbotsDatabase.Execute("UPDATE playerbots_account_type SET account_type = 0 WHERE account_type = 2");
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LOG_INFO("playerbots", "AddClassAccountPoolSize set to 0, any AddClass accounts (type 2) will be unassigned (type 0)");
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}
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// Wait for DB to reflect the change, up to 1 second max. This is needed to make sure other logs don't show wrong info
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for (int waited = 0; waited < 1000; waited += 50)
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{
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QueryResult res = PlayerbotsDatabase.Query("SELECT COUNT(*) FROM playerbots_account_type WHERE account_type IN ({}, {})",
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sPlayerbotAIConfig->maxRandomBots == 0 ? 1 : -1,
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sPlayerbotAIConfig->addClassAccountPoolSize == 0 ? 2 : -1);
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if (!res || res->Fetch()[0].Get<uint64>() == 0)
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{
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break;
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(50)); // Extra 50ms fixed delay for safety.
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}
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}
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// Checks if randomBotAccountCount is set, otherwise calculate it dynamically.
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if (sPlayerbotAIConfig->randomBotAccountCount > 0)
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return sPlayerbotAIConfig->randomBotAccountCount;
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// Check existing account types
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uint32 existingRndBotAccounts = 0;
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uint32 existingAddClassAccounts = 0;
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uint32 existingUnassignedAccounts = 0;
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QueryResult typeCheck = PlayerbotsDatabase.Query("SELECT account_type, COUNT(*) FROM playerbots_account_type GROUP BY account_type");
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if (typeCheck)
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{
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do
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{
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Field* fields = typeCheck->Fetch();
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uint8 accountType = fields[0].Get<uint8>();
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uint32 count = fields[1].Get<uint32>();
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if (accountType == 0) existingUnassignedAccounts = count;
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else if (accountType == 1) existingRndBotAccounts = count;
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else if (accountType == 2) existingAddClassAccounts = count;
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} while (typeCheck->NextRow());
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}
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// Determine divisor based on Death Knight login eligibility and requested A&H faction ratio
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int divisor = CalculateAvailableCharsPerAccount();
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// Calculate max bots
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int maxBots = sPlayerbotAIConfig->maxRandomBots;
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// Take periodic online - offline into account
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if (sPlayerbotAIConfig->enablePeriodicOnlineOffline)
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{
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maxBots *= sPlayerbotAIConfig->periodicOnlineOfflineRatio;
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}
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// Calculate number of accounts needed for RNDbots
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// Result is rounded up for maxBots not cleanly divisible by the divisor
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uint32 neededRndBotAccounts = (maxBots + divisor - 1) / divisor;
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uint32 neededAddClassAccounts = sPlayerbotAIConfig->addClassAccountPoolSize;
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// Start with existing total
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uint32 existingTotal = existingRndBotAccounts + existingAddClassAccounts + existingUnassignedAccounts;
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// Calculate shortfalls after using unassigned accounts
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uint32 availableUnassigned = existingUnassignedAccounts;
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uint32 additionalAccountsNeeded = 0;
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// Check RNDbot needs
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if (neededRndBotAccounts > existingRndBotAccounts)
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{
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uint32 rndBotShortfall = neededRndBotAccounts - existingRndBotAccounts;
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if (rndBotShortfall <= availableUnassigned)
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availableUnassigned -= rndBotShortfall;
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else
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{
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additionalAccountsNeeded += (rndBotShortfall - availableUnassigned);
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availableUnassigned = 0;
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}
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}
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// Check AddClass needs
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if (neededAddClassAccounts > existingAddClassAccounts)
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{
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uint32 addClassShortfall = neededAddClassAccounts - existingAddClassAccounts;
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if (addClassShortfall <= availableUnassigned)
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availableUnassigned -= addClassShortfall;
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else
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{
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additionalAccountsNeeded += (addClassShortfall - availableUnassigned);
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availableUnassigned = 0;
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}
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}
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// Return existing total plus any additional accounts needed
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return existingTotal + additionalAccountsNeeded;
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}
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uint32 RandomPlayerbotFactory::CalculateAvailableCharsPerAccount()
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{
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bool noDK = sPlayerbotAIConfig->disableDeathKnightLogin || sWorld->getIntConfig(CONFIG_EXPANSION) != EXPANSION_WRATH_OF_THE_LICH_KING;
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uint32 availableChars = noDK ? 9 : 10;
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uint32 hordeRatio = sPlayerbotAIConfig->randomBotHordeRatio;
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uint32 allianceRatio = sPlayerbotAIConfig->randomBotAllianceRatio;
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// horde : alliance = 50 : 50 -> 0%
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// horde : alliance = 0 : 50 -> 50%
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// horde : alliance = 10 : 50 -> 40%
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float unavailableRatio = static_cast<float>((std::max(hordeRatio, allianceRatio) - std::min(hordeRatio, allianceRatio))) /
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(std::max(hordeRatio, allianceRatio) * 2);
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if (unavailableRatio != 0)
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{
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// conservative floor to ensure enough chars (may result in more accounts than needed)
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availableChars = availableChars - availableChars * unavailableRatio;
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}
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return availableChars;
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}
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void RandomPlayerbotFactory::CreateRandomBots()
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{
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/* multi-thread here is meaningless? since the async db operations */
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if (sPlayerbotAIConfig->deleteRandomBotAccounts)
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{
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std::vector<uint32> botAccounts;
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std::vector<uint32> botFriends;
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|
||
// Calculates the total number of required accounts.
|
||
uint32 totalAccountCount = CalculateTotalAccountCount();
|
||
|
||
for (uint32 accountNumber = 0; accountNumber < totalAccountCount; ++accountNumber)
|
||
{
|
||
std::ostringstream out;
|
||
out << sPlayerbotAIConfig->randomBotAccountPrefix << accountNumber;
|
||
std::string const accountName = out.str();
|
||
|
||
if (uint32 accountId = AccountMgr::GetId(accountName))
|
||
botAccounts.push_back(accountId);
|
||
}
|
||
|
||
LOG_INFO("playerbots", "Deleting all random bot characters and accounts...");
|
||
|
||
// First execute all the cleanup SQL commands
|
||
// Clear playerbots_random_bots and playerbots_account_type
|
||
PlayerbotsDatabase.Execute("DELETE FROM playerbots_random_bots");
|
||
PlayerbotsDatabase.Execute("DELETE FROM playerbots_account_type");
|
||
|
||
// Get the database names dynamically
|
||
std::string loginDBName = LoginDatabase.GetConnectionInfo()->database;
|
||
std::string characterDBName = CharacterDatabase.GetConnectionInfo()->database;
|
||
|
||
// Delete all characters from bot accounts
|
||
CharacterDatabase.Execute("DELETE FROM characters WHERE account IN (SELECT id FROM " + loginDBName + ".account WHERE username LIKE '{}%%')",
|
||
sPlayerbotAIConfig->randomBotAccountPrefix.c_str());
|
||
|
||
// Wait for the characters to be deleted before proceeding to dependent deletes
|
||
while (CharacterDatabase.QueueSize())
|
||
{
|
||
std::this_thread::sleep_for(1s);
|
||
}
|
||
std::this_thread::sleep_for(std::chrono::milliseconds(100)); // Extra 100ms fixed delay for safety.
|
||
|
||
// Clean up orphaned entries in playerbots_guild_tasks
|
||
PlayerbotsDatabase.Execute("DELETE FROM playerbots_guild_tasks WHERE owner NOT IN (SELECT guid FROM " + characterDBName + ".characters)");
|
||
|
||
// Clean up orphaned entries in playerbots_db_store
|
||
PlayerbotsDatabase.Execute("DELETE FROM playerbots_db_store WHERE guid NOT IN (SELECT guid FROM " + characterDBName + ".characters WHERE account IN (SELECT id FROM " + loginDBName + ".account WHERE username NOT LIKE '{}%%'))",
|
||
sPlayerbotAIConfig->randomBotAccountPrefix.c_str());
|
||
|
||
// Clean up orphaned records in character-related tables
|
||
CharacterDatabase.Execute("DELETE FROM arena_team_member WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM arena_team WHERE arenaTeamId NOT IN (SELECT arenaTeamId FROM arena_team_member)");
|
||
CharacterDatabase.Execute("DELETE FROM character_account_data WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_achievement WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_achievement_progress WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_action WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_arena_stats WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_aura WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_entry_point WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_glyphs WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_homebind WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_inventory WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM item_instance WHERE owner_guid NOT IN (SELECT guid FROM characters) AND owner_guid > 0");
|
||
|
||
// Clean up pet data
|
||
CharacterDatabase.Execute("DELETE FROM character_pet WHERE owner NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM pet_aura WHERE guid NOT IN (SELECT id FROM character_pet)");
|
||
CharacterDatabase.Execute("DELETE FROM pet_spell WHERE guid NOT IN (SELECT id FROM character_pet)");
|
||
CharacterDatabase.Execute("DELETE FROM pet_spell_cooldown WHERE guid NOT IN (SELECT id FROM character_pet)");
|
||
|
||
// Clean up character data
|
||
CharacterDatabase.Execute("DELETE FROM character_queststatus WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_queststatus_rewarded WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_reputation WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_skills WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_social WHERE friend NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_spell WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_spell_cooldown WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM character_talent WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM corpse WHERE guid NOT IN (SELECT guid FROM characters)");
|
||
|
||
// Clean up group data
|
||
CharacterDatabase.Execute("DELETE FROM `groups` WHERE leaderGuid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM group_member WHERE memberGuid NOT IN (SELECT guid FROM characters)");
|
||
|
||
// Clean up mail
|
||
CharacterDatabase.Execute("DELETE FROM mail WHERE receiver NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM mail_items WHERE receiver NOT IN (SELECT guid FROM characters)");
|
||
|
||
// Clean up guild data
|
||
CharacterDatabase.Execute("DELETE FROM guild WHERE leaderguid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM guild_bank_eventlog WHERE guildid NOT IN (SELECT guildid FROM guild)");
|
||
CharacterDatabase.Execute("DELETE FROM guild_member WHERE guildid NOT IN (SELECT guildid FROM guild) OR guid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM guild_rank WHERE guildid NOT IN (SELECT guildid FROM guild)");
|
||
|
||
// Clean up petition data
|
||
CharacterDatabase.Execute("DELETE FROM petition WHERE ownerguid NOT IN (SELECT guid FROM characters)");
|
||
CharacterDatabase.Execute("DELETE FROM petition_sign WHERE ownerguid NOT IN (SELECT guid FROM characters) OR playerguid NOT IN (SELECT guid FROM characters)");
|
||
|
||
// Finally, delete the bot accounts themselves
|
||
LOG_INFO("playerbots", "Deleting random bot accounts...");
|
||
QueryResult results = LoginDatabase.Query("SELECT id FROM account WHERE username LIKE '{}%%'",
|
||
sPlayerbotAIConfig->randomBotAccountPrefix.c_str());
|
||
int32 deletion_count = 0;
|
||
if (results)
|
||
{
|
||
do
|
||
{
|
||
Field* fields = results->Fetch();
|
||
uint32 accId = fields[0].Get<uint32>();
|
||
LOG_DEBUG("playerbots", "Deleting account accID: {}({})...", accId, ++deletion_count);
|
||
AccountMgr::DeleteAccount(accId);
|
||
} while (results->NextRow());
|
||
}
|
||
|
||
uint32 timer = getMSTime();
|
||
|
||
// After ALL deletions, make sure data is commited to DB
|
||
LoginDatabase.Execute("COMMIT");
|
||
CharacterDatabase.Execute("COMMIT");
|
||
PlayerbotsDatabase.Execute("COMMIT");
|
||
|
||
// Wait for all pending database operations to complete
|
||
while (LoginDatabase.QueueSize() || CharacterDatabase.QueueSize() || PlayerbotsDatabase.QueueSize())
|
||
{
|
||
std::this_thread::sleep_for(1s);
|
||
}
|
||
std::this_thread::sleep_for(std::chrono::milliseconds(100)); // Extra 100ms fixed delay for safety.
|
||
|
||
// Flush tables to ensure all data in memory are written to disk
|
||
LoginDatabase.Execute("FLUSH TABLES");
|
||
CharacterDatabase.Execute("FLUSH TABLES");
|
||
PlayerbotsDatabase.Execute("FLUSH TABLES");
|
||
|
||
LOG_INFO("playerbots", ">> Random bot accounts and data deleted in {} ms", GetMSTimeDiffToNow(timer));
|
||
LOG_INFO("playerbots", "Please reset the AiPlayerbot.DeleteRandomBotAccounts to 0 and restart the server...");
|
||
World::StopNow(SHUTDOWN_EXIT_CODE);
|
||
return;
|
||
}
|
||
|
||
LOG_INFO("playerbots", "Creating random bot accounts...");
|
||
std::unordered_map<NameRaceAndGender, std::vector<std::string>> nameCache;
|
||
std::vector<std::future<void>> account_creations;
|
||
int account_creation = 0;
|
||
|
||
// Calculates the total number of required accounts.
|
||
uint32 totalAccountCount = CalculateTotalAccountCount();
|
||
uint32 timer = getMSTime();
|
||
|
||
for (uint32 accountNumber = 0; accountNumber < totalAccountCount; ++accountNumber)
|
||
{
|
||
std::ostringstream out;
|
||
out << sPlayerbotAIConfig->randomBotAccountPrefix << accountNumber;
|
||
std::string const accountName = out.str();
|
||
|
||
LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_GET_ACCOUNT_ID_BY_USERNAME);
|
||
stmt->SetData(0, accountName);
|
||
PreparedQueryResult result = LoginDatabase.Query(stmt);
|
||
if (result)
|
||
{
|
||
continue;
|
||
}
|
||
account_creation++;
|
||
std::string password = "";
|
||
if (sPlayerbotAIConfig->randomBotRandomPassword)
|
||
{
|
||
for (int i = 0; i < 10; i++)
|
||
{
|
||
password += (char)urand('!', 'z');
|
||
}
|
||
}
|
||
else
|
||
password = accountName;
|
||
|
||
AccountMgr::CreateAccount(accountName, password);
|
||
|
||
LOG_DEBUG("playerbots", "Account {} created for random bots", accountName.c_str());
|
||
}
|
||
if (account_creation)
|
||
{
|
||
LOG_INFO("playerbots", "Waiting for {} accounts loading into database ({} queries)...", account_creation, LoginDatabase.QueueSize());
|
||
/* wait for async accounts create to make character create correctly */
|
||
|
||
while (LoginDatabase.QueueSize())
|
||
{
|
||
std::this_thread::sleep_for(1s);
|
||
}
|
||
LOG_INFO("playerbots", ">> {} Accounts loaded into database in {} ms", account_creation, GetMSTimeDiffToNow(timer));
|
||
}
|
||
|
||
LOG_INFO("playerbots", "Creating random bot characters...");
|
||
uint32 totalRandomBotChars = 0;
|
||
std::vector<std::pair<Player*, uint32>> playerBots;
|
||
std::vector<WorldSession*> sessionBots;
|
||
int bot_creation = 0;
|
||
timer = getMSTime();
|
||
bool nameCached = false;
|
||
for (uint32 accountNumber = 0; accountNumber < totalAccountCount; ++accountNumber)
|
||
{
|
||
std::ostringstream out;
|
||
out << sPlayerbotAIConfig->randomBotAccountPrefix << accountNumber;
|
||
std::string const accountName = out.str();
|
||
|
||
LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_GET_ACCOUNT_ID_BY_USERNAME);
|
||
stmt->SetData(0, accountName);
|
||
PreparedQueryResult result = LoginDatabase.Query(stmt);
|
||
if (!result)
|
||
continue;
|
||
|
||
Field* fields = result->Fetch();
|
||
uint32 accountId = fields[0].Get<uint32>();
|
||
|
||
sPlayerbotAIConfig->randomBotAccounts.push_back(accountId);
|
||
|
||
uint32 count = AccountMgr::GetCharactersCount(accountId);
|
||
if (count >= 10)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
if (!nameCached)
|
||
{
|
||
nameCached = true;
|
||
LOG_INFO("playerbots", "Creating cache for names per gender and race...");
|
||
QueryResult result = CharacterDatabase.Query("SELECT name, gender FROM playerbots_names");
|
||
if (!result)
|
||
{
|
||
LOG_ERROR("playerbots", "No more unused names left");
|
||
return;
|
||
}
|
||
do
|
||
{
|
||
Field* fields = result->Fetch();
|
||
std::string name = fields[0].Get<std::string>();
|
||
NameRaceAndGender raceAndGender = static_cast<NameRaceAndGender>(fields[1].Get<uint8>());
|
||
if (sObjectMgr->CheckPlayerName(name) == CHAR_NAME_SUCCESS)
|
||
{
|
||
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
|
||
stmt->SetData(0, name);
|
||
|
||
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
|
||
continue;
|
||
|
||
nameCache[raceAndGender].push_back(name);
|
||
}
|
||
|
||
} while (result->NextRow());
|
||
}
|
||
|
||
LOG_DEBUG("playerbots", "Creating random bot characters for account: [{}/{}]", accountNumber + 1, totalAccountCount);
|
||
RandomPlayerbotFactory factory;
|
||
|
||
WorldSession* session = new WorldSession(accountId, "", 0x0, nullptr, SEC_PLAYER, EXPANSION_WRATH_OF_THE_LICH_KING,
|
||
time_t(0), LOCALE_enUS, 0, false, false, 0, true);
|
||
sessionBots.push_back(session);
|
||
|
||
for (uint8 cls = CLASS_WARRIOR; cls < MAX_CLASSES - count; ++cls)
|
||
{
|
||
// skip nonexistent classes
|
||
if (!((1 << (cls - 1)) & CLASSMASK_ALL_PLAYABLE) || !sChrClassesStore.LookupEntry(cls))
|
||
continue;
|
||
|
||
// skip disabled with config classes
|
||
if ((1 << (cls - 1)) & sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_CLASSMASK))
|
||
continue;
|
||
|
||
Player* playerBot = factory.CreateRandomBot(session, cls, nameCache);
|
||
if (!playerBot)
|
||
{
|
||
LOG_ERROR("playerbots", "Fail to create character for account {}", accountId);
|
||
continue;
|
||
}
|
||
|
||
playerBot->SaveToDB(true, false);
|
||
sCharacterCache->AddCharacterCacheEntry(playerBot->GetGUID(), accountId, playerBot->GetName(),
|
||
playerBot->getGender(), playerBot->getRace(),
|
||
playerBot->getClass(), playerBot->GetLevel());
|
||
playerBot->CleanupsBeforeDelete();
|
||
delete playerBot;
|
||
bot_creation++;
|
||
}
|
||
}
|
||
|
||
if (bot_creation)
|
||
{
|
||
LOG_INFO("playerbots", "Waiting for {} characters loading into database ({} queries)...", bot_creation, CharacterDatabase.QueueSize());
|
||
/* wait for characters load into database, or characters will fail to loggin */
|
||
while (CharacterDatabase.QueueSize())
|
||
{
|
||
std::this_thread::sleep_for(1s);
|
||
}
|
||
LOG_INFO("playerbots", ">> {} Characters loaded into database in {} ms", bot_creation, GetMSTimeDiffToNow(timer));
|
||
}
|
||
|
||
for (WorldSession* session : sessionBots)
|
||
delete session;
|
||
|
||
for (uint32 accountId : sPlayerbotAIConfig->randomBotAccounts)
|
||
{
|
||
totalRandomBotChars += AccountMgr::GetCharactersCount(accountId);
|
||
}
|
||
|
||
LOG_INFO("server.loading", ">> {} random bot accounts with {} characters available",
|
||
sPlayerbotAIConfig->randomBotAccounts.size(), totalRandomBotChars);
|
||
}
|
||
|
||
void RandomPlayerbotFactory::CreateRandomGuilds()
|
||
{
|
||
std::vector<uint32> randomBots;
|
||
|
||
PlayerbotsDatabasePreparedStatement* stmt = PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_RANDOM_BOTS_BOT);
|
||
stmt->SetData(0, "add");
|
||
if (PreparedQueryResult result = PlayerbotsDatabase.Query(stmt))
|
||
{
|
||
do
|
||
{
|
||
Field* fields = result->Fetch();
|
||
uint32 bot = fields[0].Get<uint32>();
|
||
randomBots.push_back(bot);
|
||
} while (result->NextRow());
|
||
}
|
||
|
||
if (sPlayerbotAIConfig->deleteRandomBotGuilds)
|
||
{
|
||
LOG_INFO("playerbots", "Deleting random bot guilds...");
|
||
for (std::vector<uint32>::iterator i = randomBots.begin(); i != randomBots.end(); ++i)
|
||
{
|
||
if (Guild* guild = sGuildMgr->GetGuildByLeader(ObjectGuid::Create<HighGuid::Player>(*i)))
|
||
guild->Disband();
|
||
}
|
||
|
||
LOG_INFO("playerbots", "Random bot guilds deleted");
|
||
}
|
||
|
||
std::unordered_set<uint32> botAccounts;
|
||
botAccounts.reserve(sPlayerbotAIConfig->randomBotAccounts.size());
|
||
for (uint32 acc : sPlayerbotAIConfig->randomBotAccounts)
|
||
botAccounts.insert(acc);
|
||
|
||
// Recount bot guilds directly from the database (does not depend on connected bots)
|
||
uint32 guildNumber = 0;
|
||
sPlayerbotAIConfig->randomBotGuilds.clear();
|
||
sPlayerbotAIConfig->randomBotGuilds.shrink_to_fit(); // avoids accumulating old capacity
|
||
|
||
if (!botAccounts.empty())
|
||
{
|
||
if (QueryResult res = CharacterDatabase.Query(
|
||
// We only retrieve what is necessary (guildid, leader account)
|
||
"SELECT g.guildid, c.account "
|
||
"FROM guild g JOIN characters c ON g.leaderguid = c.guid"))
|
||
{
|
||
do
|
||
{
|
||
Field* f = res->Fetch();
|
||
const uint32 guildId = f[0].Get<uint32>();
|
||
const uint32 accountId = f[1].Get<uint32>();
|
||
|
||
// Determine if guild leader's account is a bot account.
|
||
if (botAccounts.find(accountId) != botAccounts.end())
|
||
{
|
||
++guildNumber;
|
||
sPlayerbotAIConfig->randomBotGuilds.push_back(guildId);
|
||
}
|
||
} while (res->NextRow());
|
||
}
|
||
}
|
||
|
||
LOG_INFO("playerbots", "{}/{} random bot guilds exist in guild table",guildNumber, sPlayerbotAIConfig->randomBotGuildCount);
|
||
if (guildNumber >= sPlayerbotAIConfig->randomBotGuildCount)
|
||
{
|
||
LOG_DEBUG("playerbots", "No new random guilds required");
|
||
return;
|
||
}
|
||
|
||
// We list the available leaders (online bots, not in guilds)
|
||
GuidVector availableLeaders;
|
||
availableLeaders.reserve(randomBots.size()); // limit reallocs
|
||
for (const uint32 botLowGuid : randomBots)
|
||
{
|
||
ObjectGuid leader = ObjectGuid::Create<HighGuid::Player>(botLowGuid);
|
||
if (sGuildMgr->GetGuildByLeader(leader))
|
||
{
|
||
// already GuildLeader -> ignored
|
||
continue;
|
||
}
|
||
else
|
||
{
|
||
if (Player* player = ObjectAccessor::FindPlayer(leader))
|
||
{
|
||
if (!player->GetGuildId())
|
||
availableLeaders.push_back(leader);
|
||
}
|
||
}
|
||
}
|
||
LOG_DEBUG("playerbots", "{} available leaders for new guilds found", availableLeaders.size());
|
||
|
||
// Create up to randomBotGuildCount by counting only EFFECTIVE creations
|
||
uint32 createdThisRun = 0;
|
||
for (; guildNumber < sPlayerbotAIConfig->randomBotGuildCount; /* ++guildNumber -> done only if creation */)
|
||
{
|
||
std::string const guildName = CreateRandomGuildName();
|
||
if (guildName.empty())
|
||
break; // no more names available in playerbots_guild_names
|
||
|
||
if (sGuildMgr->GetGuildByName(guildName))
|
||
continue; // name already taken, skip
|
||
|
||
if (availableLeaders.empty())
|
||
{
|
||
LOG_ERROR("playerbots", "No leaders for random guilds available");
|
||
break; // no more leaders: we can no longer progress without distorting the counter
|
||
}
|
||
|
||
uint32 index = urand(0, availableLeaders.size() - 1);
|
||
ObjectGuid leader = availableLeaders[index];
|
||
availableLeaders.erase(availableLeaders.begin() + index); // Removes the chosen leader to avoid re-selecting it repeatedly
|
||
|
||
Player* player = ObjectAccessor::FindPlayer(leader);
|
||
if (!player)
|
||
{
|
||
LOG_ERROR("playerbots", "ObjectAccessor Cannot find player to set leader for guild {} . Skipped...",
|
||
guildName.c_str());
|
||
// we will try with other leaders in the next round (guildNumber is not incremented)
|
||
continue;
|
||
}
|
||
|
||
if (player->GetGuildId())
|
||
{
|
||
// leader already in guild -> we don't advance the counter, we move on to the next one
|
||
continue;
|
||
}
|
||
|
||
LOG_DEBUG("playerbots", "Creating guild name='{}' leader='{}'...", guildName.c_str(), player->GetName().c_str());
|
||
|
||
Guild* guild = new Guild();
|
||
if (!guild->Create(player, guildName))
|
||
{
|
||
LOG_ERROR("playerbots", "Error creating guild [ {} ] with leader [ {} ]", guildName.c_str(),
|
||
player->GetName().c_str());
|
||
delete guild;
|
||
continue;
|
||
}
|
||
|
||
sGuildMgr->AddGuild(guild);
|
||
|
||
LOG_DEBUG("playerbots", "Guild created: id={} name='{}'", guild->GetId(), guildName.c_str());
|
||
|
||
// create random emblem
|
||
uint32 st, cl, br, bc, bg;
|
||
bg = urand(0, 51);
|
||
bc = urand(0, 17);
|
||
cl = urand(0, 17);
|
||
br = urand(0, 7);
|
||
st = urand(0, 180);
|
||
|
||
LOG_DEBUG("playerbots",
|
||
"[TABARD] new guild id={} random -> style={}, color={}, borderStyle={}, borderColor={}, bgColor={}",
|
||
guild->GetId(), st, cl, br, bc, bg);
|
||
|
||
// populate guild table with a random tabard design
|
||
CharacterDatabase.Execute(
|
||
"UPDATE guild SET EmblemStyle={}, EmblemColor={}, BorderStyle={}, BorderColor={}, BackgroundColor={} "
|
||
"WHERE guildid={}",
|
||
st, cl, br, bc, bg, guild->GetId());
|
||
LOG_DEBUG("playerbots", "[TABARD] UPDATE done for guild id={}", guild->GetId());
|
||
|
||
// Immediate reading for log
|
||
if (QueryResult qr = CharacterDatabase.Query(
|
||
"SELECT EmblemStyle,EmblemColor,BorderStyle,BorderColor,BackgroundColor FROM guild WHERE guildid={}",
|
||
guild->GetId()))
|
||
{
|
||
Field* f = qr->Fetch();
|
||
LOG_DEBUG("playerbots",
|
||
"[TABARD] DB check guild id={} => style={}, color={}, borderStyle={}, borderColor={}, bgColor={}",
|
||
guild->GetId(), f[0].Get<uint8>(), f[1].Get<uint8>(), f[2].Get<uint8>(), f[3].Get<uint8>(), f[4].Get<uint8>());
|
||
}
|
||
|
||
sPlayerbotAIConfig->randomBotGuilds.push_back(guild->GetId());
|
||
// The guild is only counted if it is actually created
|
||
++guildNumber;
|
||
++createdThisRun;
|
||
}
|
||
|
||
// Shows the true total and how many were created during this run
|
||
LOG_INFO("playerbots", "{} random bot guilds created this run)", createdThisRun);
|
||
}
|
||
|
||
std::string const RandomPlayerbotFactory::CreateRandomGuildName()
|
||
{
|
||
std::string guildName = "";
|
||
|
||
QueryResult result = CharacterDatabase.Query("SELECT MAX(name_id) FROM playerbots_guild_names");
|
||
if (!result)
|
||
{
|
||
LOG_ERROR("playerbots", "No more names left for random guilds");
|
||
return std::move(guildName);
|
||
}
|
||
|
||
Field* fields = result->Fetch();
|
||
uint32 maxId = fields[0].Get<uint32>();
|
||
|
||
uint32 id = urand(0, maxId);
|
||
result = CharacterDatabase.Query(
|
||
"SELECT n.name FROM playerbots_guild_names n "
|
||
"LEFT OUTER JOIN guild e ON e.name = n.name WHERE e.guildid IS NULL AND n.name_id >= {} LIMIT 1",
|
||
id);
|
||
if (!result)
|
||
{
|
||
LOG_ERROR("playerbots", "No more names left for random guilds");
|
||
return std::move(guildName);
|
||
}
|
||
|
||
fields = result->Fetch();
|
||
guildName = fields[0].Get<std::string>();
|
||
|
||
return std::move(guildName);
|
||
}
|
||
|
||
void RandomPlayerbotFactory::CreateRandomArenaTeams(ArenaType type, uint32 count)
|
||
{
|
||
std::vector<uint32> randomBots;
|
||
|
||
PlayerbotsDatabasePreparedStatement* stmt = PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_RANDOM_BOTS_BOT);
|
||
stmt->SetData(0, "add");
|
||
if (PreparedQueryResult result = PlayerbotsDatabase.Query(stmt))
|
||
{
|
||
do
|
||
{
|
||
Field* fields = result->Fetch();
|
||
uint32 bot = fields[0].Get<uint32>();
|
||
randomBots.push_back(bot);
|
||
} while (result->NextRow());
|
||
}
|
||
|
||
uint32 arenaTeamNumber = 0;
|
||
GuidVector availableCaptains;
|
||
for (std::vector<uint32>::iterator i = randomBots.begin(); i != randomBots.end(); ++i)
|
||
{
|
||
ObjectGuid captain = ObjectGuid::Create<HighGuid::Player>(*i);
|
||
ArenaTeam* arenateam = sArenaTeamMgr->GetArenaTeamByCaptain(captain, type);
|
||
if (arenateam)
|
||
{
|
||
++arenaTeamNumber;
|
||
sPlayerbotAIConfig->randomBotArenaTeams.push_back(arenateam->GetId());
|
||
}
|
||
else
|
||
{
|
||
Player* player = ObjectAccessor::FindConnectedPlayer(captain);
|
||
|
||
if (!arenateam && player && player->GetLevel() >= 70)
|
||
availableCaptains.push_back(captain);
|
||
}
|
||
}
|
||
|
||
for (; arenaTeamNumber < count; ++arenaTeamNumber)
|
||
{
|
||
std::string const arenaTeamName = CreateRandomArenaTeamName();
|
||
if (arenaTeamName.empty())
|
||
continue;
|
||
|
||
if (availableCaptains.empty())
|
||
{
|
||
LOG_ERROR("playerbots", "No captains for random arena teams available");
|
||
continue;
|
||
}
|
||
|
||
uint32 index = urand(0, availableCaptains.size() - 1);
|
||
ObjectGuid captain = availableCaptains[index];
|
||
Player* player = ObjectAccessor::FindConnectedPlayer(captain);
|
||
if (!player)
|
||
{
|
||
LOG_ERROR("playerbots", "Cannot find player for captain {}", captain.ToString().c_str());
|
||
continue;
|
||
}
|
||
|
||
if (player->GetLevel() < 70)
|
||
{
|
||
LOG_ERROR("playerbots", "Bot {} must be level 70 to create an arena team", captain.ToString().c_str());
|
||
continue;
|
||
}
|
||
|
||
// Below query no longer required as now user has control over the number of each type of arena team they want
|
||
// to create. Keeping commented for potential future reference. QueryResult results =
|
||
// CharacterDatabase.Query("SELECT `type` FROM playerbots_arena_team_names WHERE name = '{}'",
|
||
// arenaTeamName.c_str()); if (!results)
|
||
// {
|
||
// LOG_ERROR("playerbots", "No valid types for arena teams");
|
||
// return;
|
||
// }
|
||
|
||
// Field* fields = results->Fetch();
|
||
// uint8 slot = fields[0].Get<uint8>();
|
||
|
||
ArenaTeam* arenateam = new ArenaTeam();
|
||
if (!arenateam->Create(player->GetGUID(), type, arenaTeamName, 0, 0, 0, 0, 0))
|
||
{
|
||
LOG_ERROR("playerbots", "Error creating arena team {}", arenaTeamName.c_str());
|
||
continue;
|
||
}
|
||
|
||
arenateam->SetCaptain(player->GetGUID());
|
||
|
||
// set random rating
|
||
arenateam->SetRatingForAll(
|
||
urand(sPlayerbotAIConfig->randomBotArenaTeamMinRating, sPlayerbotAIConfig->randomBotArenaTeamMaxRating));
|
||
|
||
// set random emblem
|
||
uint32 backgroundColor = urand(0xFF000000, 0xFFFFFFFF);
|
||
uint32 emblemStyle = urand(0, 101);
|
||
uint32 emblemColor = urand(0xFF000000, 0xFFFFFFFF);
|
||
uint32 borderStyle = urand(0, 5);
|
||
uint32 borderColor = urand(0xFF000000, 0xFFFFFFFF);
|
||
arenateam->SetEmblem(backgroundColor, emblemStyle, emblemColor, borderStyle, borderColor);
|
||
|
||
// set random kills (wip)
|
||
// arenateam->SetStats(STAT_TYPE_GAMES_WEEK, urand(0, 30));
|
||
// arenateam->SetStats(STAT_TYPE_WINS_WEEK, urand(0, arenateam->GetStats().games_week));
|
||
// arenateam->SetStats(STAT_TYPE_GAMES_SEASON, urand(arenateam->GetStats().games_week,
|
||
// arenateam->GetStats().games_week * 5)); arenateam->SetStats(STAT_TYPE_WINS_SEASON,
|
||
// urand(arenateam->GetStats().wins_week, arenateam->GetStats().games
|
||
arenateam->SaveToDB();
|
||
|
||
sArenaTeamMgr->AddArenaTeam(arenateam);
|
||
sPlayerbotAIConfig->randomBotArenaTeams.push_back(arenateam->GetId());
|
||
}
|
||
|
||
LOG_DEBUG("playerbots", "{} random bot {}vs{} arena teams available", arenaTeamNumber, type, type);
|
||
}
|
||
|
||
std::string const RandomPlayerbotFactory::CreateRandomArenaTeamName()
|
||
{
|
||
std::string arenaTeamName = "";
|
||
|
||
QueryResult result = CharacterDatabase.Query("SELECT MAX(name_id) FROM playerbots_arena_team_names");
|
||
if (!result)
|
||
{
|
||
LOG_ERROR("playerbots", "No more names left for random arena teams");
|
||
return std::move(arenaTeamName);
|
||
}
|
||
|
||
Field* fields = result->Fetch();
|
||
uint32 maxId = fields[0].Get<uint32>();
|
||
|
||
uint32 id = urand(0, maxId);
|
||
result = CharacterDatabase.Query(
|
||
"SELECT n.name FROM playerbots_arena_team_names n LEFT OUTER JOIN arena_team e ON e.name = n.name "
|
||
"WHERE e.arenateamid IS NULL AND n.name_id >= {} LIMIT 1",
|
||
id);
|
||
|
||
if (!result)
|
||
{
|
||
LOG_ERROR("playerbots", "No more names left for random arena teams");
|
||
return std::move(arenaTeamName);
|
||
}
|
||
|
||
fields = result->Fetch();
|
||
arenaTeamName = fields[0].Get<std::string>();
|
||
|
||
return std::move(arenaTeamName);
|
||
}
|