mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-02-20 18:10:02 +01:00
Merge pull request #580 from hermensbas/feature/increasing_server_memory_patch
AllowActive prioritizing and bracket scaling based on bot activity
This commit is contained in:
commit
056c00f706
@ -1462,10 +1462,6 @@ AiPlayerbot.RandombotsWalkingRPG.InDoors = 0
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# The default is 10. With 10% of all bots going active or inactive each minute.
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AiPlayerbot.BotActiveAlone = 100
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# Specify 1 for enabled, 0 for disabled.
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# The default is 1. Automatically adjusts 'BotActiveAlone' percentage based on server latency.
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AiPlayerbot.botActiveAloneAutoScale = 1
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# Premade spell to avoid (undetected spells)
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# spellid-radius, ...
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AiPlayerbot.PremadeAvoidAoe = 62234-4
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@ -3926,7 +3926,10 @@ Player* PlayerbotAI::GetGroupMaster()
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uint32 PlayerbotAI::GetFixedBotNumer(BotTypeNumber typeNumber, uint32 maxNum, float cyclePerMin)
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{
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uint32 randseed = rand32(); // Seed random number
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//deterministic seed
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uint8 seedNumber = uint8(typeNumber);
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std::mt19937 rng(seedNumber);
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uint32 randseed = rng(); // Seed random number
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uint32 randnum = bot->GetGUID().GetCounter() + randseed; // Semi-random but fixed number for each bot.
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if (cyclePerMin > 0)
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@ -3936,8 +3939,7 @@ uint32 PlayerbotAI::GetFixedBotNumer(BotTypeNumber typeNumber, uint32 maxNum, fl
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randnum += cycle; // Make the random number cylce.
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}
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randnum =
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(randnum % (maxNum + 1)); // Loops the randomnumber at maxNum. Bassically removes all the numbers above 99.
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randnum = (randnum % (maxNum + 1)); // Loops the randomnumber at maxNum. Bassically removes all the numbers above 99.
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return randnum; // Now we have a number unique for each bot between 0 and maxNum that increases by cyclePerMin.
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}
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@ -4075,18 +4077,15 @@ inline bool HasRealPlayers(Map* map)
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return false;
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}
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bool PlayerbotAI::AllowActive(ActivityType activityType)
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ActivePiorityType PlayerbotAI::GetPriorityType(ActivityType activityType)
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{
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// General exceptions
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if (activityType == PACKET_ACTIVITY)
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return true;
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// First priority - priorities disabled or has player master. Always active.
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if (HasRealPlayerMaster())
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return ActivePiorityType::HAS_REAL_PLAYER_MASTER;
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if (GetMaster()) // Has player master. Always active.
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{
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PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(GetMaster());
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if (!masterBotAI || masterBotAI->IsRealPlayer())
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return true;
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}
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// Self bot in a group with a bot master.
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if (IsRealPlayer())
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return ActivePiorityType::IS_REAL_PLAYER;
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Group* group = bot->GetGroup();
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if (group)
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@ -4102,19 +4101,40 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
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PlayerbotAI* memberBotAI = GET_PLAYERBOT_AI(member);
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if (!memberBotAI || memberBotAI->HasRealPlayerMaster())
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return true;
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return ActivePiorityType::IN_GROUP_WITH_REAL_PLAYER;
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if (group->IsLeader(member->GetGUID()))
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{
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if (!memberBotAI->AllowActivity(PARTY_ACTIVITY))
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return false;
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return ActivePiorityType::IN_GROUP_WITH_REAL_PLAYER;
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}
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}
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}
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if (!WorldPosition(bot).isOverworld()) // bg, raid, dungeon
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return true;
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if (bot->IsBeingTeleported()) // Allow activity while teleportation.
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return ActivePiorityType::IN_INSTANCE;
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if (bot->InBattlegroundQueue()) // In bg queue. Speed up bg queue/join.
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return true;
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if (!WorldPosition(bot).isOverworld())
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return ActivePiorityType::IN_INSTANCE;
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if (HasPlayerNearby())
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return ActivePiorityType::VISIBLE_FOR_PLAYER;
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if (activityType != OUT_OF_PARTY_ACTIVITY && activityType != PACKET_ACTIVITY)
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{
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// Is in combat.Defend yourself.
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if (bot->IsInCombat())
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return ActivePiorityType::IN_COMBAT;
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}
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if (HasPlayerNearby(300.f))
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return ActivePiorityType::NEARBY_PLAYER;
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//if (sPlayerbotAIConfig->IsFreeAltBot(bot) || HasStrategy("travel once", BotState::BOT_STATE_NON_COMBAT))
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// return ActivePiorityType::IS_ALWAYS_ACTIVE;
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if (bot->InBattlegroundQueue())
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return ActivePiorityType::IN_BG_QUEUE;
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bool isLFG = false;
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if (group)
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@ -4124,62 +4144,166 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
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isLFG = true;
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}
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}
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if (sLFGMgr->GetState(bot->GetGUID()) != lfg::LFG_STATE_NONE)
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{
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isLFG = true;
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}
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if (isLFG)
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return true;
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return ActivePiorityType::IN_LFG;
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if (activityType != OUT_OF_PARTY_ACTIVITY && activityType != PACKET_ACTIVITY) // Is in combat. Defend yourself.
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if (bot->IsInCombat())
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return true;
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if (HasPlayerNearby(300.f)) // Player is near. Always active.
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return true;
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// If has real players - slow down continents without player
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// This means we first disable bots in a different continent/area.
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if (sRandomPlayerbotMgr->GetPlayers().empty())
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return ActivePiorityType::IN_EMPTY_SERVER;
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// friends always active
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// HasFriend sometimes cause crash, disable
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// for (auto& player : sRandomPlayerbotMgr->GetPlayers())
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// {
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// if (!player || !player->IsInWorld())
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// continue;
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// for (auto& player : sRandomPlayerbotMgr->GetPlayers())
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// {
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// if (!player || !player->IsInWorld())
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// continue;
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// if (player->GetSocial()->HasFriend(bot->GetGUID()))
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// return true;
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// return ActivePiorityType::PLAYER_FRIEND;
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// }
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if (activityType == OUT_OF_PARTY_ACTIVITY ||
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activityType == GRIND_ACTIVITY) // Many bots nearby. Do not do heavy area checks.
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if (HasManyPlayersNearby())
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return false;
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// real guild always active if member+
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if (IsInRealGuild())
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return ActivePiorityType::PLAYER_GUILD;
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// Bots don't need to move using PathGenerator.
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if (activityType == DETAILED_MOVE_ACTIVITY)
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return false;
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if (bot->IsBeingTeleported() || !bot->IsInWorld() || !HasRealPlayers(bot->GetMap()))
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return ActivePiorityType::IN_INACTIVE_MAP;
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// All exceptions are now done.
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// Below is code to have a specified % of bots active at all times.
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// The default is 10%. With 0.1% of all bots going active or inactive each minute.
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if (sPlayerbotAIConfig->botActiveAlone <= 0)
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return false;
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uint32 mod = sPlayerbotAIConfig->botActiveAlone > 100 ? 100 : sPlayerbotAIConfig->botActiveAlone;
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if (sPlayerbotAIConfig->botActiveAloneAutoScale)
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// IN_ACTIVE_AREA
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if (activityType == OUT_OF_PARTY_ACTIVITY || activityType == GRIND_ACTIVITY)
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{
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mod = AutoScaleActivity(mod);
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// Many bots nearby. Do not do heavy area checks.
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if (HasManyPlayersNearby())
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return ActivePiorityType::IN_ACTIVE_AREA;
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}
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uint32 ActivityNumber =
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GetFixedBotNumer(BotTypeNumber::ACTIVITY_TYPE_NUMBER, 100,
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sPlayerbotAIConfig->botActiveAlone * static_cast<float>(mod) / 100 * 0.01f);
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return ActivePiorityType::IN_ACTIVE_AREA;
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}
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return ActivityNumber <=
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(sPlayerbotAIConfig->botActiveAlone * mod) /
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100; // The given percentage of bots should be active and rotate 1% of those active bots each minute.
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// Returns the lower and upper bracket for bots to be active.
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// Ie. 10,20 means all bots in this bracket will be inactive below 10% activityMod, all bots in this bracket will be
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// active above 20% activityMod and scale between those values.
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std::pair<uint32, uint32> PlayerbotAI::GetPriorityBracket(ActivePiorityType type)
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{
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switch (type)
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{
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case ActivePiorityType::HAS_REAL_PLAYER_MASTER:
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case ActivePiorityType::IS_REAL_PLAYER:
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case ActivePiorityType::IN_GROUP_WITH_REAL_PLAYER:
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case ActivePiorityType::IN_INSTANCE:
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case ActivePiorityType::VISIBLE_FOR_PLAYER:
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return {0, 0};
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case ActivePiorityType::IS_ALWAYS_ACTIVE:
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case ActivePiorityType::IN_COMBAT:
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return {0, 10};
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case ActivePiorityType::IN_BG_QUEUE:
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return {0, 20};
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case ActivePiorityType::IN_LFG:
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return {0, 30};
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case ActivePiorityType::NEARBY_PLAYER:
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return {0, 40};
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case ActivePiorityType::PLAYER_FRIEND:
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case ActivePiorityType::PLAYER_GUILD:
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return {0, 50};
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case ActivePiorityType::IN_ACTIVE_AREA:
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case ActivePiorityType::IN_EMPTY_SERVER:
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return {50, 100};
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case ActivePiorityType::IN_ACTIVE_MAP:
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return {70, 100};
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case ActivePiorityType::IN_INACTIVE_MAP:
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return {80, 100};
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default:
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return {90, 100};
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}
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return {90, 100};
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}
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bool PlayerbotAI::AllowActive(ActivityType activityType)
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{
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//General exceptions
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if (activityType == PACKET_ACTIVITY)
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return true;
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ActivePiorityType type = GetPriorityType(activityType);
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if (activityType == DETAILED_MOVE_ACTIVITY)
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{
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switch (type)
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{
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case ActivePiorityType::HAS_REAL_PLAYER_MASTER:
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case ActivePiorityType::IS_REAL_PLAYER:
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case ActivePiorityType::IN_GROUP_WITH_REAL_PLAYER:
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case ActivePiorityType::IN_INSTANCE:
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case ActivePiorityType::VISIBLE_FOR_PLAYER:
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case ActivePiorityType::IN_COMBAT:
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case ActivePiorityType::NEARBY_PLAYER:
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return true;
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break;
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case ActivePiorityType::IS_ALWAYS_ACTIVE:
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case ActivePiorityType::IN_BG_QUEUE:
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case ActivePiorityType::IN_LFG:
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case ActivePiorityType::PLAYER_FRIEND:
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case ActivePiorityType::PLAYER_GUILD:
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case ActivePiorityType::IN_ACTIVE_AREA:
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case ActivePiorityType::IN_EMPTY_SERVER:
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case ActivePiorityType::IN_ACTIVE_MAP:
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case ActivePiorityType::IN_INACTIVE_MAP:
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default:
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break;
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}
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}
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else if (activityType == REACT_ACTIVITY)
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{
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switch (type)
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{
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case ActivePiorityType::HAS_REAL_PLAYER_MASTER:
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case ActivePiorityType::IS_REAL_PLAYER:
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case ActivePiorityType::IN_GROUP_WITH_REAL_PLAYER:
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case ActivePiorityType::IN_INSTANCE:
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case ActivePiorityType::VISIBLE_FOR_PLAYER:
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case ActivePiorityType::IS_ALWAYS_ACTIVE:
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case ActivePiorityType::IN_COMBAT:
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return true;
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break;
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case ActivePiorityType::NEARBY_PLAYER:
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case ActivePiorityType::IN_BG_QUEUE:
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case ActivePiorityType::IN_LFG:
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case ActivePiorityType::PLAYER_FRIEND:
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case ActivePiorityType::PLAYER_GUILD:
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case ActivePiorityType::IN_ACTIVE_AREA:
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case ActivePiorityType::IN_EMPTY_SERVER:
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case ActivePiorityType::IN_ACTIVE_MAP:
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case ActivePiorityType::IN_INACTIVE_MAP:
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default:
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return false;
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break;
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}
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}
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// GetPriorityBracket acitivity
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std::pair<uint8, uint8> priorityBracket = GetPriorityBracket(type);
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if (!priorityBracket.second)
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return true; // No scaling
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// Activity between 0 and 100.
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float activityPercentage = sRandomPlayerbotMgr->getActivityPercentage();
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if (priorityBracket.first >= activityPercentage)
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return false;
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if (priorityBracket.second <= activityPercentage && priorityBracket.second < 100)
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return true;
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float activePerc = (activityPercentage - priorityBracket.first) / (priorityBracket.second - priorityBracket.first);
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activePerc *= (priorityBracket.second == 100) ? sPlayerbotAIConfig->botActiveAlone : 100;
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// The last number if the amount it cycles per min. Currently set to 1% of the active bots.
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uint32 ActivityNumber = GetFixedBotNumer(BotTypeNumber::ACTIVITY_TYPE_NUMBER, 100, activePerc * 0.01f);
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// The given percentage of bots should be active and rotate 1% of those active bots each minute.
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return ActivityNumber <= (activePerc);
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}
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bool PlayerbotAI::AllowActivity(ActivityType activityType, bool checkNow)
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@ -4196,31 +4320,6 @@ bool PlayerbotAI::AllowActivity(ActivityType activityType, bool checkNow)
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return allowed;
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}
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uint32 PlayerbotAI::AutoScaleActivity(uint32 mod)
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{
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uint32 maxDiff = sWorldUpdateTime.GetAverageUpdateTime();
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if (maxDiff > 500) return 0;
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if (maxDiff > 250)
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{
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if (Map* map = bot->GetMap())
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{
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if (map->GetEntry()->IsWorldMap() &&
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(!HasRealPlayers(map) ||
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!map->IsGridLoaded(bot->GetPositionX(), bot->GetPositionY())))
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return 0;
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}
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return (mod * 1) / 10;
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}
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if (maxDiff > 200) return (mod * 3) / 10;
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if (maxDiff > 150) return (mod * 5) / 10;
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if (maxDiff > 100) return (mod * 6) / 10;
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if (maxDiff > 80) return (mod * 9) / 10;
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return mod;
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}
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bool PlayerbotAI::IsOpposing(Player* player) { return IsOpposing(player->getRace(), bot->getRace()); }
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bool PlayerbotAI::IsOpposing(uint8 race1, uint8 race2)
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@ -241,6 +241,27 @@ enum class GuilderType : uint8
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VERY_LARGE = 250
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};
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enum class ActivePiorityType : uint8
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{
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IS_REAL_PLAYER = 0,
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HAS_REAL_PLAYER_MASTER = 1,
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IN_GROUP_WITH_REAL_PLAYER = 2,
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IN_INSTANCE = 3,
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VISIBLE_FOR_PLAYER = 4,
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IS_ALWAYS_ACTIVE = 5,
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IN_COMBAT = 6,
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IN_BG_QUEUE = 7,
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IN_LFG = 8,
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NEARBY_PLAYER = 9,
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PLAYER_FRIEND = 10,
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PLAYER_GUILD = 11,
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IN_ACTIVE_AREA = 12,
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IN_ACTIVE_MAP = 13,
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IN_INACTIVE_MAP = 14,
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IN_EMPTY_SERVER = 15,
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MAX_TYPE
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};
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enum ActivityType
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{
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GRIND_ACTIVITY = 1,
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@ -250,8 +271,8 @@ enum ActivityType
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PACKET_ACTIVITY = 5,
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DETAILED_MOVE_ACTIVITY = 6,
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PARTY_ACTIVITY = 7,
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ALL_ACTIVITY = 8,
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REACT_ACTIVITY = 8,
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ALL_ACTIVITY = 9,
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MAX_ACTIVITY_TYPE
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};
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@ -525,9 +546,10 @@ public:
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bool HasPlayerNearby(WorldPosition* pos, float range = sPlayerbotAIConfig->reactDistance);
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bool HasPlayerNearby(float range = sPlayerbotAIConfig->reactDistance);
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bool HasManyPlayersNearby(uint32 trigerrValue = 20, float range = sPlayerbotAIConfig->sightDistance);
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ActivePiorityType GetPriorityType(ActivityType activityType);
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std::pair<uint32, uint32> GetPriorityBracket(ActivePiorityType type);
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bool AllowActive(ActivityType activityType);
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bool AllowActivity(ActivityType activityType = ALL_ACTIVITY, bool checkNow = false);
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uint32 AutoScaleActivity(uint32 mod);
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// Check if player is safe to use.
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bool IsSafe(Player* player);
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@ -465,7 +465,6 @@ bool PlayerbotAIConfig::Initialize()
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playerbotsXPrate = sConfigMgr->GetOption<int32>("AiPlayerbot.KillXPRate", 1);
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disableDeathKnightLogin = sConfigMgr->GetOption<bool>("AiPlayerbot.DisableDeathKnightLogin", 0);
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botActiveAlone = sConfigMgr->GetOption<int32>("AiPlayerbot.BotActiveAlone", 100);
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botActiveAloneAutoScale = sConfigMgr->GetOption<bool>("AiPlayerbot.botActiveAloneAutoScale", true);
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enablePrototypePerformanceDiff = sConfigMgr->GetOption<bool>("AiPlayerbot.EnablePrototypePerformanceDiff", false);
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diffWithPlayer = sConfigMgr->GetOption<int32>("AiPlayerbot.DiffWithPlayer", 100);
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@ -263,7 +263,6 @@ public:
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uint32 playerbotsXPrate;
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bool disableDeathKnightLogin;
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uint32 botActiveAlone;
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bool botActiveAloneAutoScale;
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uint32 enablePrototypePerformanceDiff;
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uint32 diffWithPlayer;
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@ -1108,6 +1108,9 @@ bool RandomPlayerbotMgr::ProcessBot(uint32 bot)
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bool RandomPlayerbotMgr::ProcessBot(Player* player)
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{
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if (!player || !player->IsInWorld() || player->IsBeingTeleported() || player->GetSession()->isLogingOut())
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return false;
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uint32 bot = player->GetGUID().GetCounter();
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if (player->InBattleground())
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