mod-playerbots/src/Bot/Factory/RandomPlayerbotFactory.cpp
killerzwelch 660a5c0543
make playerbots compatible with 515aeca (#2181)
# Pull Request

needed changes for
515aeca570

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
- Describe the **cheapest implementation** that produces an acceptable
result?
- Describe the **runtime cost** when this logic executes across many
bots?

---

## How to Test the Changes

- Step-by-step instructions to test the change
- Any required setup (e.g. multiple players, bots, specific
configuration)
- Expected behavior and how to verify it

## Complexity & Impact

Does this change add new decision branches?
- - [x] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [ ] More complex behavior is optional and thereby configurable
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [x] No
- - [ ] Yes (**explain below**)

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

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>
2026-03-06 20:03:32 +01:00

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "RandomPlayerbotFactory.h"
#include "AccountMgr.h"
#include "ArenaTeamMgr.h"
#include "DatabaseEnv.h"
#include "PlayerbotAI.h"
#include "RaceMgr.h"
#include "ScriptMgr.h"
#include "SharedDefines.h"
#include "SocialMgr.h"
#include "Timer.h"
#include "Log.h"
constexpr RandomPlayerbotFactory::NameRaceAndGender RandomPlayerbotFactory::CombineRaceAndGender(uint8 race,
uint8 gender)
{
NameRaceAndGender baseIndex;
switch (race)
{
case RACE_ORC: baseIndex = NameRaceAndGender::OrcMale; break;
case RACE_DWARF: baseIndex = NameRaceAndGender::DwarfMale; break;
case RACE_NIGHTELF: baseIndex = NameRaceAndGender::NightelfMale; break;
case RACE_TAUREN: baseIndex = NameRaceAndGender::TaurenMale; break;
case RACE_GNOME: baseIndex = NameRaceAndGender::GnomeMale; break;
case RACE_TROLL: baseIndex = NameRaceAndGender::TrollMale; break;
case RACE_BLOODELF: baseIndex = NameRaceAndGender::BloodelfMale; break;
case RACE_DRAENEI: baseIndex = NameRaceAndGender::DraeneiMale; break;
case RACE_HUMAN:
case RACE_UNDEAD_PLAYER:
default:
baseIndex = NameRaceAndGender::GenericMale;
break;
}
return static_cast<NameRaceAndGender>(static_cast<uint8>(baseIndex) + ((gender >= GENDER_NONE) ? GENDER_MALE : gender));
}
bool RandomPlayerbotFactory::IsValidRaceClassCombination(uint8 race, uint8 cls, uint32 expansion)
{
// skip expansion races if not playing with expansion
if (expansion < EXPANSION_THE_BURNING_CRUSADE && (race == RACE_BLOODELF || race == RACE_DRAENEI))
return false;
// skip expansion classes if not playing with expansion
if (expansion < EXPANSION_WRATH_OF_THE_LICH_KING && cls == CLASS_DEATH_KNIGHT)
return false;
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(race, cls);
return info != nullptr;
}
Player* RandomPlayerbotFactory::CreateRandomBot(WorldSession* session, uint8 cls, std::unordered_map<NameRaceAndGender, std::vector<std::string>>& nameCache)
{
LOG_DEBUG("playerbots", "Creating a new random bot for class: {}", cls);
const bool alliance = static_cast<bool>(urand(0, 1));
std::vector<uint8> raceOptions;
for (uint8 race = RACE_HUMAN; race < sRaceMgr->GetMaxRaces(); ++race)
{
// skip disabled with config races
if ((1 << (race - 1)) & sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_RACEMASK))
continue;
// Try to get 50/50 faction distribution for random bot population balance.
// Without this check, races from the faction with more class options would dominate.
if (alliance == IsAlliance(race))
{
if (IsValidRaceClassCombination(race, cls, sWorld->getIntConfig(CONFIG_EXPANSION)))
raceOptions.push_back(race);
}
}
if (raceOptions.empty())
{
LOG_ERROR("playerbots", "No races are available for class: {}", cls);
return nullptr;
}
const uint8 race = raceOptions[urand(0, raceOptions.size() - 1)];
const uint8 gender = urand(0, 1) ? GENDER_MALE : GENDER_FEMALE;
const auto raceAndGender = CombineRaceAndGender(race, gender);
std::string name;
if (!nameCache.empty())
{
if (nameCache[raceAndGender].empty())
{
LOG_ERROR("playerbots", "No names found for the specified race: {} and gender: {}",
race, gender);
return nullptr;
}
uint32 i = urand(0, nameCache[raceAndGender].size() - 1);
name = nameCache[raceAndGender][i];
swap(nameCache[raceAndGender][i], nameCache[raceAndGender].back());
nameCache[raceAndGender].pop_back();
}
else
{
name = CreateRandomBotName(raceAndGender);
}
if (name.empty())
{
LOG_ERROR("playerbots", "Failed to get a valid random bot name");
return nullptr;
}
std::vector<uint8> skinColors, facialHairTypes;
std::vector<std::pair<uint8, uint8>> faces, hairs;
for (CharSectionsEntry const* charSection : sCharSectionsStore)
{
if (charSection->Race != race || charSection->Gender != gender)
continue;
switch (charSection->GenType)
{
case SECTION_TYPE_SKIN:
skinColors.push_back(charSection->Color);
break;
case SECTION_TYPE_FACE:
faces.push_back(std::pair<uint8, uint8>(charSection->Type, charSection->Color));
break;
case SECTION_TYPE_FACIAL_HAIR:
facialHairTypes.push_back(charSection->Type);
break;
case SECTION_TYPE_HAIR:
hairs.push_back(std::pair<uint8, uint8>(charSection->Type, charSection->Color));
break;
}
}
//uint8 skinColor = skinColors[urand(0, skinColors.size() - 1)]; //not used, line marked for removal.
std::pair<uint8, uint8> face = faces[urand(0, faces.size() - 1)];
std::pair<uint8, uint8> hair = hairs[urand(0, hairs.size() - 1)];
bool excludeCheck = (race == RACE_TAUREN) || (race == RACE_DRAENEI) ||
(gender == GENDER_FEMALE && race != RACE_NIGHTELF && race != RACE_UNDEAD_PLAYER);
uint8 facialHair = excludeCheck ? 0 : facialHairTypes[urand(0, facialHairTypes.size() - 1)];
std::unique_ptr<CharacterCreateInfo> characterInfo = std::make_unique<CharacterCreateInfo>(
name, race, cls, gender, face.second, face.first, hair.first, hair.second, facialHair);
Player* player = new Player(session);
player->GetMotionMaster()->Initialize();
if (!player->Create(sObjectMgr->GetGenerator<HighGuid::Player>().Generate(), characterInfo.get()))
{
player->CleanupsBeforeDelete();
delete player;
LOG_ERROR("playerbots", "Unable to create random bot - name: \"{}\", race: {}, class: {}",
name.c_str(), race, cls);
return nullptr;
}
player->setCinematic(2);
player->SetAtLoginFlag(AT_LOGIN_NONE);
if (cls == CLASS_DEATH_KNIGHT)
{
player->learnSpell(50977, false);
}
LOG_DEBUG("playerbots", "Random bot created - name: \"{}\", race: {}, class: {}",
name.c_str(), race, cls);
return player;
}
std::string const RandomPlayerbotFactory::CreateRandomBotName(NameRaceAndGender raceAndGender)
{
std::string botName = "";
int tries = 3;
while (--tries)
{
QueryResult result = CharacterDatabase.Query(
"SELECT n.name "
"FROM playerbots_names n "
"LEFT OUTER JOIN characters c ON c.name = n.name "
"WHERE c.guid IS NULL and n.gender = '{}' "
"ORDER BY RAND() LIMIT 1",
static_cast<uint8>(raceAndGender));
if (!result)
{
break;
}
Field* fields = result->Fetch();
botName = fields[0].Get<std::string>();
if (ObjectMgr::CheckPlayerName(botName) == CHAR_NAME_SUCCESS) // Checks for reservation & profanity, too
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
stmt->SetData(0, botName);
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
continue;
return botName;
}
}
// CONLANG NAME GENERATION
LOG_ERROR("playerbots", "No more names left for random bots. Attempting conlang name generation.");
const std::string groupCategory = "SCVKRU";
const std::string groupFormStart[2][4] = {{"SV", "SV", "VK", "RV"}, {"V", "SU", "VS", "RV"}};
const std::string groupFormMid[2][6] = {{"CV", "CVC", "CVC", "CVK", "VC", "VK"},
{"CV", "CVC", "CVK", "KVC", "VC", "KV"}};
const std::string groupFormEnd[2][4] = {{"CV", "VC", "VK", "CV"}, {"RU", "UR", "VR", "V"}};
const std::string groupLetter[2][6] = {
// S C V K R U
{"dtspkThfS", "bcCdfghjkmnNqqrrlsStTvwxyz", "aaeeiouA", "ppttkkbdg", "lmmnrr", "AEO"},
{"dtskThfS", "bcCdfghjkmmnNqrrlssStTvwyz", "aaaeeiiuAAEIO", "ppttkbbdg", "lmmnrrr", "AEOy"}};
const std::string replaceRule[2][17] = {
{"ST", "ka", "ko", "ku", "kr", "S", "T", "C", "N", "jj", "AA", "AI", "A", "E", "O", "I", "aa"},
{"sth", "ca", "co", "cu", "cr", "sh", "th", "ch", "ng", "dg", "A", "ayu", "ai", "ei", "ou", "iu", "ae"}};
const auto gender = static_cast<uint8>(raceAndGender) % 2;
tries = 10;
while (--tries)
{
botName.clear();
// Build name from groupForms
// Pick random start group
botName = groupFormStart[gender][rand() % 4];
// Pick up to 2 and then up to 1 additional middle group
for (int i = 0; i < rand() % 3 + rand() % 2; i++)
{
botName += groupFormMid[gender][rand() % 6];
}
// Pick up to 1 end group
botName += rand() % 2 ? groupFormEnd[gender][rand() % 4] : "";
// If name is single letter add random end group
botName += (botName.size() < 2) ? groupFormEnd[gender][rand() % 4] : "";
// Replace Catagory value with random Letter from that Catagory's Letter string for a given bot gender
for (int i = 0; i < botName.size(); i++)
{
botName[i] = groupLetter[gender][groupCategory.find(botName[i])]
[rand() % groupLetter[gender][groupCategory.find(botName[i])].size()];
}
// Itterate over replace rules
for (int i = 0; i < 17; i++)
{
int j = botName.find(replaceRule[0][i]);
while (j > -1)
{
botName.replace(j, replaceRule[0][i].size(), replaceRule[1][i]);
j = botName.find(replaceRule[0][i]);
}
}
// Capitalize first letter
botName[0] -= 32;
if (ObjectMgr::CheckPlayerName(botName) != CHAR_NAME_SUCCESS) // Checks for reservation & profanity, too
{
botName.clear();
continue;
}
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
stmt->SetData(0, botName);
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
botName.clear();
continue;
}
return botName;
}
// TRUE RANDOM NAME GENERATION
LOG_ERROR("playerbots", "Conlang name generation failed. True random name fallback.");
tries = 10;
while (--tries)
{
for (uint8 i = 0; i < 10; i++)
{
botName += (i == 0 ? 'A' : 'a') + rand() % 26;
}
if (ObjectMgr::CheckPlayerName(botName) != CHAR_NAME_SUCCESS) // Checks for reservation & profanity, too
{
botName.clear();
continue;
}
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
stmt->SetData(0, botName);
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
botName.clear();
continue;
}
return botName;
}
LOG_ERROR("playerbots", "Random name generation failed.");
botName.clear();
return botName;
}
// Calculates the total number of required accounts, either using the specified randomBotAccountCount
// or determining it dynamically based on MaxRandomBots, EnablePeriodicOnlineOffline and its ratio,
// and AddClassAccountPoolSize. The system also factors in the types of existing account, as assigned by
// AssignAccountTypes()
uint32 RandomPlayerbotFactory::CalculateTotalAccountCount()
{
// Reset account types if features are disabled
// Reset is done here to precede needed accounts calculations
if (sPlayerbotAIConfig.maxRandomBots == 0 || sPlayerbotAIConfig.addClassAccountPoolSize == 0)
{
if (sPlayerbotAIConfig.maxRandomBots == 0)
{
PlayerbotsDatabase.Execute("UPDATE playerbots_account_type SET account_type = 0 WHERE account_type = 1");
LOG_INFO("playerbots", "MaxRandomBots set to 0, any RNDbot accounts (type 1) will be unassigned (type 0)");
}
if (sPlayerbotAIConfig.addClassAccountPoolSize == 0)
{
PlayerbotsDatabase.Execute("UPDATE playerbots_account_type SET account_type = 0 WHERE account_type = 2");
LOG_INFO("playerbots", "AddClassAccountPoolSize set to 0, any AddClass accounts (type 2) will be unassigned (type 0)");
}
// 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
for (int waited = 0; waited < 1000; waited += 50)
{
QueryResult res = PlayerbotsDatabase.Query("SELECT COUNT(*) FROM playerbots_account_type WHERE account_type IN ({}, {})",
sPlayerbotAIConfig.maxRandomBots == 0 ? 1 : -1,
sPlayerbotAIConfig.addClassAccountPoolSize == 0 ? 2 : -1);
if (!res || res->Fetch()[0].Get<uint64>() == 0)
{
break;
}
std::this_thread::sleep_for(std::chrono::milliseconds(50)); // Extra 50ms fixed delay for safety.
}
}
// Checks if randomBotAccountCount is set, otherwise calculate it dynamically.
if (sPlayerbotAIConfig.randomBotAccountCount > 0)
return sPlayerbotAIConfig.randomBotAccountCount;
// Check existing account types
uint32 existingRndBotAccounts = 0;
uint32 existingAddClassAccounts = 0;
uint32 existingUnassignedAccounts = 0;
QueryResult typeCheck = PlayerbotsDatabase.Query("SELECT account_type, COUNT(*) FROM playerbots_account_type GROUP BY account_type");
if (typeCheck)
{
do
{
Field* fields = typeCheck->Fetch();
uint8 accountType = fields[0].Get<uint8>();
uint32 count = fields[1].Get<uint32>();
if (accountType == 0) existingUnassignedAccounts = count;
else if (accountType == 1) existingRndBotAccounts = count;
else if (accountType == 2) existingAddClassAccounts = count;
} while (typeCheck->NextRow());
}
// Determine divisor based on Death Knight login eligibility and requested A&H faction ratio
int divisor = CalculateAvailableCharsPerAccount();
// Calculate max bots
int maxBots = sPlayerbotAIConfig.maxRandomBots;
// Take periodic online - offline into account
if (sPlayerbotAIConfig.enablePeriodicOnlineOffline)
{
maxBots *= sPlayerbotAIConfig.periodicOnlineOfflineRatio;
}
// Calculate number of accounts needed for RNDbots
// Result is rounded up for maxBots not cleanly divisible by the divisor
uint32 neededRndBotAccounts = (maxBots + divisor - 1) / divisor;
uint32 neededAddClassAccounts = sPlayerbotAIConfig.addClassAccountPoolSize;
// Start with existing total
uint32 existingTotal = existingRndBotAccounts + existingAddClassAccounts + existingUnassignedAccounts;
// Calculate shortfalls after using unassigned accounts
uint32 availableUnassigned = existingUnassignedAccounts;
uint32 additionalAccountsNeeded = 0;
// Check RNDbot needs
if (neededRndBotAccounts > existingRndBotAccounts)
{
uint32 rndBotShortfall = neededRndBotAccounts - existingRndBotAccounts;
if (rndBotShortfall <= availableUnassigned)
availableUnassigned -= rndBotShortfall;
else
{
additionalAccountsNeeded += (rndBotShortfall - availableUnassigned);
availableUnassigned = 0;
}
}
// Check AddClass needs
if (neededAddClassAccounts > existingAddClassAccounts)
{
uint32 addClassShortfall = neededAddClassAccounts - existingAddClassAccounts;
if (addClassShortfall <= availableUnassigned)
availableUnassigned -= addClassShortfall;
else
{
additionalAccountsNeeded += (addClassShortfall - availableUnassigned);
availableUnassigned = 0;
}
}
// Return existing total plus any additional accounts needed
return existingTotal + additionalAccountsNeeded;
}
uint32 RandomPlayerbotFactory::CalculateAvailableCharsPerAccount()
{
bool noDK = sPlayerbotAIConfig.disableDeathKnightLogin || sWorld->getIntConfig(CONFIG_EXPANSION) != EXPANSION_WRATH_OF_THE_LICH_KING;
uint32 availableChars = noDK ? 9 : 10;
uint32 hordeRatio = sPlayerbotAIConfig.randomBotHordeRatio;
uint32 allianceRatio = sPlayerbotAIConfig.randomBotAllianceRatio;
// horde : alliance = 50 : 50 -> 0%
// horde : alliance = 0 : 50 -> 50%
// horde : alliance = 10 : 50 -> 40%
float unavailableRatio = static_cast<float>((std::max(hordeRatio, allianceRatio) - std::min(hordeRatio, allianceRatio))) /
(std::max(hordeRatio, allianceRatio) * 2);
if (unavailableRatio != 0)
{
// conservative floor to ensure enough chars (may result in more accounts than needed)
availableChars = availableChars - availableChars * unavailableRatio;
}
return availableChars;
}
void RandomPlayerbotFactory::CreateRandomBots()
{
/* multi-thread here is meaningless? since the async db operations */
if (sPlayerbotAIConfig.deleteRandomBotAccounts)
{
std::vector<uint32> botAccounts;
std::vector<uint32> botFriends;
// 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);
}
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 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 guildName;
}
fields = result->Fetch();
guildName = fields[0].Get<std::string>();
return 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 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 arenaTeamName;
}
fields = result->Fetch();
arenaTeamName = fields[0].Get<std::string>();
return arenaTeamName;
}