Merge pull request #841 from nolt/bot-behaviour
Make the server-side bots hold up as a population (cherry picked from commit 88535b63a958fee9803d5fc3a4bdac5a3318d221)
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@@ -31,19 +31,16 @@ public class BotSkillProgressionPlugIn : ICharacterLevelUpPlugIn
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private static readonly BotSkillProgressionPlugIn CatchUp = new();
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/// <summary>
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/// Applies the progression a bot is owed but has not spent, when it enters the world. Points are
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/// otherwise only invested on a level-up, so a character which was given points while it was not
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/// playing - a freshly generated one, or one whose level-up handler failed - would carry them around
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/// unspent until its next level-up and fight with the strength of a much weaker character in the
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/// meantime. Cheap: only a bot which actually holds points is progressed.
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/// Applies the progression a bot is owed but has not received, when it enters the world. Both stat
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/// points and skills are otherwise only handed out on a level-up, so anything a bot became entitled
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/// to while it was not playing waits for its next one - and a bot at the maximum level has no next
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/// one. That covers a freshly generated character, one whose level-up handler failed, and a bot which
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/// qualifies for a skill it was not allowed to learn when it last levelled.
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/// </summary>
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/// <param name="player">The bot which entered the world.</param>
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public static void CatchUpPendingProgress(Player player)
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{
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if (player.SelectedCharacter?.LevelUpPoints > 0)
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{
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CatchUp.CharacterLeveledUp(player);
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}
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CatchUp.CharacterLeveledUp(player);
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}
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/// <inheritdoc />
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