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Autogear suffixes (#2415)
<!-- Thank you for contributing to mod-playerbots, please make sure that you... 1. Submit your PR to the test-staging branch, not master. 2. Read the guidelines below before submitting. 3. Don't delete parts of this template. DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND PREDICTABILITY over behavioral realism. Every action and decision executes PER BOT AND PER TRIGGER. Small increases in logic complexity scale poorly across thousands of bots and negatively affect all. We prioritize a stable system over a smarter one. Bots don't need to behave perfectly; believable behavior is the goal, not human simulation. Default behavior must be cheap in processing; expensive behavior must be opt-in. Before submitting, make sure your changes aligns with these principles. --> ## Pull Request Description Suffix scoring was already wired up in playerbots, bots could evaluate suffix items they owned, but factory init scored candidates with randomPropertyId = 0 and equipped via EquipNewItem which doesn't roll suffixes, so suffix items always looked like junk and never got picked. Added a cached item_enchantment_template pool in RandomItemMgr, a PickBestRandomPropertyId helper that picks the best suffix per bot class/spec, and added it on the equipped item via SetItemRandomProperties. Tested levels 20-80, suffixes match spec. Closes #2370. ## Feature Evaluation <!-- If your PR is very minimal (comment typo, wrong ID reference, etc), and it is very obvious it will not have any impact on performance, you may skip these question. If necessary, a maintainer may ask you for them later. --> <!-- Please answer the following: --> - Describe the **minimum logic** required to achieve the intended behavior. For items with RandomProperty != 0 or RandomSuffix != 0, run the item_enchantment_template pool once, score each candidate suffix against the bot's existing class/spec stat weights, keep the highest, and stamp that id on the item right after EquipNewItem. Items without a suffix pool skip the helper entirely. Without this, every suffix template scores as base stats only (often near zero) and never gets picked during factory init. - Describe the **processing cost** when this logic executes across many bots. Startup: one SELECT entry, ench FROM item_enchantment_template (few hundred rows), parsed into an unordered_map<uint32, vector<uint32>> once. No SQL afterwards. Per bot during init: PickBestRandomPropertyId only runs on candidates that actually have a suffix pool. Each call is a hash lookup plus a loop over 5-15 enchantment ids, each doing DBC lookups already used by the scoring code. Cost is mostly by the existing CalculateRandomProperty work, not new logic. Scales linearly with bot count, same as the rest of factory init. No new per-tick work. ## How to Test the Changes 1. Generate a fresh random bot at level 20-79 and use autogear (cloth, leather, mail, plate, lots of suffix gear at that range). 2. Inspect the bot's gear. Items with names like "of the Eagle", "of the Monkey", "of Healing", etc... should be equipped, with the suffix stats visible on the tooltip. 3. Generate a level 80 bot at high gear-score limit. Confirm it still equips raid epics normally (epics have no suffix pool, so this path is untouched). ## Impact Assessment <!-- As a generic test, before and after measure of pmon (playerbot pmon tick) can help you here. --> - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [x] No, not at all - - [ ] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) Bots now consider random-suffix items during factory init and equip them with the best suffix for their class/spec. Before, suffix items were effectively invisible to init autogear because they scored as base stats only. This is the intended fix for #2370. - Does this change add new decision branches or increase maintenance complexity? - - [ ] No - - [x] Yes (**explain below**) Added one new public method on StatsWeightCalculator (PickBestRandomPropertyId) and one new cache in RandomItemMgr (LoadEnchantmentPool + GetEnchantmentPool). The candidate list in InitEquipment changed from vector<uint32> to vector<pair<uint32, int32>> to carry the chosen suffix id alongside the item id. Logic mirrors existing patterns in the same files (DBC lookups, SQL-backed caches, signed randomPropertyId encoding), no new abstractions, no new wrappers. ## AI Assistance <!-- AI assistance is allowed, but all submitted code must be fully understood, reviewed, and owned by the contributor. We expect contributors to be honest about what they do and do not understand. --> Was AI assistance used while working on this change? - - [ ] No - - [x] Yes (**explain below**) Used AI to help me find the bug. It mapped the existing scoring pipeline and pointed out that PlayerbotFactory::InitEquipment was scoring candidates with randomPropertyId = 0 and equipping via EquipNewItem (which doesn't roll suffixes), so the scoring side was already built, just never fed real suffix ids during init. I reviewed and tested all the code in-game across levels 20-80 and multiple classes/specs. <!-- TRANSLATIONS: Anything new that the bots say in chat must be in a translatable format. This is done using GetBotTextOrDefault, which you can search for in the codebase to find examples. Your code needs to have English as the default fallback, while the full translations need to be in an SQL update file. The languages in the file are the nine language options supported by AzerothCore: English, Korean, French, German, Chinese, Taiwanese, Spanish, Spanish Mexico, and Russian. See data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as an example of a translation SQL update, whose content are called within the codebase at src/strategy/actions/FishingAction.cpp --> ## Final Checklist - - [x] Stability is not compromised. - - [x] Performance impact is understood, tested, and acceptable. - - [x] Added logic complexity is justified and explained. - - [x] Any new bot dialogue lines are translated. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers <!-- Anything else that's helpful to review or test your pull request. --> --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> Co-authored-by: bash <hermensb@gmail.com> Co-authored-by: Revision <tkn963@gmail.com> Co-authored-by: kadeshar <kadeshar@gmail.com>
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@ -154,9 +154,11 @@ void EquipAction::EquipItem(Item* item)
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calculator.SetOverflowPenalty(false);
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calculator.SetOverflowPenalty(false);
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// Calculate item scores once and store them
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// Calculate item scores once and store them
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float newItemScore = calculator.CalculateItem(itemId);
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float newItemScore = calculator.CalculateItem(itemId, item->GetItemRandomPropertyId());
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float mainHandScore = mainHandItem ? calculator.CalculateItem(mainHandItem->GetTemplate()->ItemId) : 0.0f;
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float mainHandScore = mainHandItem
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float offHandScore = offHandItem ? calculator.CalculateItem(offHandItem->GetTemplate()->ItemId) : 0.0f;
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? calculator.CalculateItem(mainHandItem->GetTemplate()->ItemId, mainHandItem->GetItemRandomPropertyId()) : 0.0f;
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float offHandScore = offHandItem
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? calculator.CalculateItem(offHandItem->GetTemplate()->ItemId, offHandItem->GetItemRandomPropertyId()) : 0.0f;
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// Determine where this weapon can go
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// Determine where this weapon can go
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bool canGoMain = (invType == INVTYPE_WEAPON ||
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bool canGoMain = (invType == INVTYPE_WEAPON ||
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@ -2081,7 +2081,7 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
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return;
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return;
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}
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}
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std::unordered_map<uint8, std::vector<uint32>> items;
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std::unordered_map<uint8, std::vector<std::pair<uint32, int32>>> items;
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// int tab = AiFactory::GetPlayerSpecTab(bot);
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// int tab = AiFactory::GetPlayerSpecTab(bot);
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uint32 blevel = bot->GetLevel();
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uint32 blevel = bot->GetLevel();
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@ -2228,13 +2228,17 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
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if (slot == EQUIPMENT_SLOT_OFFHAND && bot->getClass() == CLASS_ROGUE &&
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if (slot == EQUIPMENT_SLOT_OFFHAND && bot->getClass() == CLASS_ROGUE &&
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proto->Class != ITEM_CLASS_WEAPON)
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proto->Class != ITEM_CLASS_WEAPON)
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continue;
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continue;
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items[slot].push_back(itemId);
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int32 bestRandomProp = 0;
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if (proto->RandomProperty || proto->RandomSuffix)
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bestRandomProp = calculator.PickBestRandomPropertyId(itemId);
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items[slot].push_back({itemId, bestRandomProp});
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}
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}
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}
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}
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}
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}
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} while (items[slot].size() < 25 && desiredQuality-- > ITEM_QUALITY_POOR);
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} while (items[slot].size() < 25 && desiredQuality-- > ITEM_QUALITY_POOR);
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std::vector<uint32>& ids = items[slot];
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std::vector<std::pair<uint32, int32>>& ids = items[slot];
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if (ids.empty())
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if (ids.empty())
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{
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{
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continue;
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continue;
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@ -2242,13 +2246,15 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
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float bestScoreForSlot = -1;
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float bestScoreForSlot = -1;
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uint32 bestItemForSlot = 0;
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uint32 bestItemForSlot = 0;
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int32 bestRandomPropForSlot = 0;
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for (int index = 0; index < ids.size(); index++)
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for (int index = 0; index < ids.size(); index++)
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{
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{
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uint32 newItemId = ids[index];
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uint32 newItemId = ids[index].first;
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int32 newItemProp = ids[index].second;
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(newItemId);
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(newItemId);
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float cur_score = calculator.CalculateItem(newItemId, 0, slot);
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float cur_score = calculator.CalculateItem(newItemId, newItemProp, slot);
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if (cur_score > 0.0f && proto && proto->Class == ITEM_CLASS_ARMOR && sPlayerbotAIConfig.preferClassArmorType)
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if (cur_score > 0.0f && proto && proto->Class == ITEM_CLASS_ARMOR && sPlayerbotAIConfig.preferClassArmorType)
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{
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{
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@ -2267,6 +2273,7 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
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continue;
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continue;
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bestScoreForSlot = cur_score;
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bestScoreForSlot = cur_score;
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bestItemForSlot = newItemId;
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bestItemForSlot = newItemId;
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bestRandomPropForSlot = newItemProp;
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}
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}
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}
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}
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@ -2304,7 +2311,16 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
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if (oldItem)
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if (oldItem)
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continue;
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continue;
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bot->EquipNewItem(dest, bestItemForSlot, true);
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if (Item* equipped = bot->EquipNewItem(dest, bestItemForSlot, true))
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{
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if (bestRandomPropForSlot != 0)
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{
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uint8 equipSlot = equipped->GetSlot();
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bot->_ApplyItemMods(equipped, equipSlot, false);
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equipped->SetItemRandomProperties(bestRandomPropForSlot);
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bot->_ApplyItemMods(equipped, equipSlot, true);
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}
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}
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bot->AutoUnequipOffhandIfNeed();
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bot->AutoUnequipOffhandIfNeed();
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// if (newItem)
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// if (newItem)
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// {
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// {
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@ -2345,19 +2361,21 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
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if (Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
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if (Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
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bot->DestroyItem(INVENTORY_SLOT_BAG_0, slot, true);
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bot->DestroyItem(INVENTORY_SLOT_BAG_0, slot, true);
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std::vector<uint32>& ids = items[slot];
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std::vector<std::pair<uint32, int32>>& ids = items[slot];
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if (ids.empty())
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if (ids.empty())
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continue;
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continue;
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float bestScoreForSlot = -1;
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float bestScoreForSlot = -1;
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uint32 bestItemForSlot = 0;
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uint32 bestItemForSlot = 0;
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int32 bestRandomPropForSlot = 0;
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for (int index = 0; index < ids.size(); index++)
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for (int index = 0; index < ids.size(); index++)
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{
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{
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uint32 newItemId = ids[index];
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uint32 newItemId = ids[index].first;
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int32 newItemProp = ids[index].second;
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(newItemId);
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(newItemId);
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float cur_score = calculator.CalculateItem(newItemId, 0, slot);
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float cur_score = calculator.CalculateItem(newItemId, newItemProp, slot);
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if (cur_score > 0.0f && proto && proto->Class == ITEM_CLASS_ARMOR && sPlayerbotAIConfig.preferClassArmorType)
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if (cur_score > 0.0f && proto && proto->Class == ITEM_CLASS_ARMOR && sPlayerbotAIConfig.preferClassArmorType)
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{
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{
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@ -2376,6 +2394,7 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
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continue;
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continue;
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bestScoreForSlot = cur_score;
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bestScoreForSlot = cur_score;
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bestItemForSlot = newItemId;
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bestItemForSlot = newItemId;
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bestRandomPropForSlot = newItemProp;
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}
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}
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}
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}
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@ -2386,7 +2405,16 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
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if (!CanEquipUnseenItem(slot, dest, bestItemForSlot))
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if (!CanEquipUnseenItem(slot, dest, bestItemForSlot))
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continue;
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continue;
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bot->EquipNewItem(dest, bestItemForSlot, true);
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if (Item* equipped = bot->EquipNewItem(dest, bestItemForSlot, true))
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{
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if (bestRandomPropForSlot != 0)
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{
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uint8 equipSlot = equipped->GetSlot();
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bot->_ApplyItemMods(equipped, equipSlot, false);
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equipped->SetItemRandomProperties(bestRandomPropForSlot);
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bot->_ApplyItemMods(equipped, equipSlot, true);
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}
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}
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bot->AutoUnequipOffhandIfNeed();
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bot->AutoUnequipOffhandIfNeed();
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}
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}
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}
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}
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@ -160,6 +160,7 @@ void RandomItemMgr::Init()
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BuildPotionCache();
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BuildPotionCache();
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BuildFoodCache();
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BuildFoodCache();
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BuildTradeCache();
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BuildTradeCache();
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LoadEnchantmentPool();
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}
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}
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void RandomItemMgr::InitAfterAhBot()
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void RandomItemMgr::InitAfterAhBot()
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@ -452,6 +453,39 @@ std::vector<uint32> RandomItemMgr::GetCachedEquipments(uint32 requiredLevel, uin
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return equipCacheNew[requiredLevel][inventoryType];
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return equipCacheNew[requiredLevel][inventoryType];
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}
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}
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void RandomItemMgr::LoadEnchantmentPool()
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{
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enchPoolCache.clear();
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QueryResult result = WorldDatabase.Query("SELECT entry, ench FROM item_enchantment_template");
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if (!result)
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{
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LOG_WARN("playerbots", "item_enchantment_template empty; bot autogear cannot evaluate random suffixes");
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return;
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}
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uint32 count = 0;
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do
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{
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Field* fields = result->Fetch();
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uint32 entry = fields[0].Get<uint32>();
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uint32 ench = fields[1].Get<uint32>();
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enchPoolCache[entry].push_back(ench);
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++count;
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} while (result->NextRow());
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LOG_INFO("playerbots", "Loaded {} item enchantment pool rows for bot autogear", count);
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}
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std::vector<uint32> const& RandomItemMgr::GetEnchantmentPool(uint32 entry) const
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{
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static std::vector<uint32> const empty;
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auto it = enchPoolCache.find(entry);
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if (it == enchPoolCache.end())
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return empty;
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return it->second;
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}
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bool RandomItemMgr::ShouldEquipArmorForSpec(uint8 playerclass, uint8 spec, ItemTemplate const* proto)
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bool RandomItemMgr::ShouldEquipArmorForSpec(uint8 playerclass, uint8 spec, ItemTemplate const* proto)
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{
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{
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if (proto->InventoryType == INVTYPE_TABARD)
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if (proto->InventoryType == INVTYPE_TABARD)
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@ -8,6 +8,7 @@
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#include <map>
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#include <map>
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#include <set>
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#include <set>
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#include <unordered_map>
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#include <unordered_set>
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#include <unordered_set>
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#include <vector>
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#include <vector>
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@ -172,9 +173,11 @@ public:
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static bool IsUsedBySkill(ItemTemplate const* proto, uint32 skillId);
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static bool IsUsedBySkill(ItemTemplate const* proto, uint32 skillId);
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bool IsTestItem(uint32 itemId) { return itemForTest.find(itemId) != itemForTest.end(); }
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bool IsTestItem(uint32 itemId) { return itemForTest.find(itemId) != itemForTest.end(); }
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std::vector<uint32> GetCachedEquipments(uint32 requiredLevel, uint32 inventoryType);
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std::vector<uint32> GetCachedEquipments(uint32 requiredLevel, uint32 inventoryType);
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std::vector<uint32> const& GetEnchantmentPool(uint32 entry) const;
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private:
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private:
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void BuildRandomItemCache();
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void BuildRandomItemCache();
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void LoadEnchantmentPool();
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void BuildEquipCache();
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void BuildEquipCache();
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void BuildEquipCacheNew();
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void BuildEquipCacheNew();
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void BuildItemInfoCache();
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void BuildItemInfoCache();
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@ -217,6 +220,8 @@ private:
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static std::set<uint32> itemCache;
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static std::set<uint32> itemCache;
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// equipCacheNew[RequiredLevel][InventoryType]
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// equipCacheNew[RequiredLevel][InventoryType]
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std::map<uint32, std::map<uint32, std::vector<uint32>>> equipCacheNew;
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std::map<uint32, std::map<uint32, std::vector<uint32>>> equipCacheNew;
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// enchPoolCache[item_enchantment_template.entry] -> list of enchantment ids
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std::unordered_map<uint32, std::vector<uint32>> enchPoolCache;
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};
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};
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#define sRandomItemMgr RandomItemMgr::instance()
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#define sRandomItemMgr RandomItemMgr::instance()
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@ -14,6 +14,7 @@
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#include "ObjectMgr.h"
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#include "ObjectMgr.h"
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#include "PlayerbotAI.h"
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#include "PlayerbotAI.h"
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#include "PlayerbotFactory.h"
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#include "PlayerbotFactory.h"
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#include "RandomItemMgr.h"
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#include "SharedDefines.h"
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#include "SharedDefines.h"
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#include "SpellAuraDefines.h"
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#include "SpellAuraDefines.h"
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#include "SpellMgr.h"
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#include "SpellMgr.h"
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@ -190,6 +191,53 @@ void StatsWeightCalculator::CalculateRandomProperty(int32 randomPropertyId, uint
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}
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}
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}
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}
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int32 StatsWeightCalculator::PickBestRandomPropertyId(uint32 itemId)
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{
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
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if (!proto)
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return 0;
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bool isSuffix = false;
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uint32 poolEntry = proto->RandomProperty;
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if (!poolEntry)
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{
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poolEntry = proto->RandomSuffix;
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isSuffix = true;
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}
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if (!poolEntry)
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return 0;
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std::vector<uint32> const& pool = sRandomItemMgr.GetEnchantmentPool(poolEntry);
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if (pool.empty())
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return 0;
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Reset();
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GenerateWeights(player_);
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int32 bestId = 0;
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float bestScore = 0.0f;
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for (uint32 enchId : pool)
|
||||||
|
{
|
||||||
|
int32 candidate = isSuffix ? -static_cast<int32>(enchId) : static_cast<int32>(enchId);
|
||||||
|
|
||||||
|
collector_->Reset();
|
||||||
|
CalculateRandomProperty(candidate, itemId);
|
||||||
|
|
||||||
|
float score = 0.0f;
|
||||||
|
for (uint32 i = 0; i < STATS_TYPE_MAX; ++i)
|
||||||
|
score += stats_weights_[i] * collector_->stats[i];
|
||||||
|
|
||||||
|
if (bestId == 0 || score > bestScore)
|
||||||
|
{
|
||||||
|
bestId = candidate;
|
||||||
|
bestScore = score;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
collector_->Reset();
|
||||||
|
return bestId;
|
||||||
|
}
|
||||||
|
|
||||||
void StatsWeightCalculator::GenerateWeights(Player* player)
|
void StatsWeightCalculator::GenerateWeights(Player* player)
|
||||||
{
|
{
|
||||||
GenerateBasicWeights(player);
|
GenerateBasicWeights(player);
|
||||||
|
|||||||
@ -30,6 +30,7 @@ public:
|
|||||||
void Reset();
|
void Reset();
|
||||||
float CalculateItem(uint32 itemId, int32 randomPropertyId = 0, int32 slot = -1);
|
float CalculateItem(uint32 itemId, int32 randomPropertyId = 0, int32 slot = -1);
|
||||||
float CalculateEnchant(uint32 enchantId);
|
float CalculateEnchant(uint32 enchantId);
|
||||||
|
int32 PickBestRandomPropertyId(uint32 itemId);
|
||||||
|
|
||||||
void SetOverflowPenalty(bool apply) { enable_overflow_penalty_ = apply; }
|
void SetOverflowPenalty(bool apply) { enable_overflow_penalty_ = apply; }
|
||||||
void SetItemSetBonus(bool apply) { enable_item_set_bonus_ = apply; }
|
void SetItemSetBonus(bool apply) { enable_item_set_bonus_ = apply; }
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user