Merge pull request #841 from nolt/bot-behaviour

Make the server-side bots hold up as a population

(cherry picked from commit 88535b63a958fee9803d5fc3a4bdac5a3318d221)
This commit is contained in:
sven-n
2026-07-22 21:56:51 +02:00
committed by Acentech Dev
parent eb4c05eda2
commit e910845383
21 changed files with 1691 additions and 287 deletions

View File

@@ -0,0 +1,49 @@
// <copyright file="BotHuntingGroundTest.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.Tests;
using MUnique.OpenMU.DataModel.Configuration;
using MUnique.OpenMU.GameLogic.Bots;
using MUnique.OpenMU.Pathfinding;
using NUnit.Framework;
/// <summary>
/// Tests for the way a bot picks the spot it hunts on.
/// </summary>
[TestFixture]
public class BotHuntingGroundTest
{
/// <summary>
/// A hunting ground on the far side of the map stays a realistic choice. Bots enter a map through the
/// same gate and rate every ground from that one spot, so a steep distance penalty made all of them
/// queue up on the few spawns next to the entrance.
/// </summary>
[Test]
public void DistantGroundKeepsARealisticShare()
{
var atTheGate = new MonsterSpawnArea { X1 = 200, X2 = 200, Y1 = 200, Y2 = 200, Quantity = 1 };
var acrossTheMap = new MonsterSpawnArea { X1 = 33, X2 = 33, Y1 = 95, Y2 = 95, Quantity = 1 };
var gate = new Point(222, 211);
var near = BotNavigator.GroundWeight(atTheGate, gate);
var far = BotNavigator.GroundWeight(acrossTheMap, gate);
Assert.That(near, Is.GreaterThan(far), "closer grounds are still preferred");
Assert.That(near, Is.LessThan(far * 10), "but not to the point where the rest of the map never gets picked");
}
/// <summary>
/// The number of monsters an area holds still counts.
/// </summary>
[Test]
public void DenserGroundOutweighsThinnerOneAtTheSameDistance()
{
var thin = new MonsterSpawnArea { X1 = 100, X2 = 100, Y1 = 100, Y2 = 100, Quantity = 1 };
var dense = new MonsterSpawnArea { X1 = 100, X2 = 100, Y1 = 100, Y2 = 100, Quantity = 20 };
var from = new Point(150, 150);
Assert.That(BotNavigator.GroundWeight(dense, from), Is.GreaterThan(BotNavigator.GroundWeight(thin, from)));
}
}

View File

@@ -35,12 +35,11 @@ public class BotJewelHandlerTest
var bless = await AddJewelAsync(player, FirstBackpackSlot, ItemConstants.JewelOfBless).ConfigureAwait(false);
await AddJewelAsync(player, FirstBackpackSlot + 1, ItemConstants.JewelOfSoul).ConfigureAwait(false);
var plan = BotJewelHandler.PlanNextUse(player, false);
var plan = BotJewelHandler.PlanNextUse(player, 2, 1, 1);
Assert.That(plan, Is.Not.Null);
Assert.That(plan!.Value.Jewel, Is.SameAs(bless));
Assert.That(plan.Value.Target, Is.SameAs(weakPiece));
Assert.That(plan.Value.IsLife, Is.False);
}
/// <summary>
@@ -59,7 +58,7 @@ public class BotJewelHandlerTest
await AddJewelAsync(player, (byte)(FirstBackpackSlot + i), ItemConstants.JewelOfSoul).ConfigureAwait(false);
}
var plan = BotJewelHandler.PlanNextUse(player, false);
var plan = BotJewelHandler.PlanNextUse(player, 2, 1, 1);
Assert.That(plan.HasValue, Is.EqualTo(expectsUse));
}
@@ -76,7 +75,7 @@ public class BotJewelHandlerTest
await AddJewelAsync(player, FirstBackpackSlot, ItemConstants.JewelOfSoul).ConfigureAwait(false);
await AddJewelAsync(player, FirstBackpackSlot + 1, ItemConstants.JewelOfSoul).ConfigureAwait(false);
var plan = BotJewelHandler.PlanNextUse(player, false);
var plan = BotJewelHandler.PlanNextUse(player, 2, 1, 1);
Assert.That(plan, Is.Not.Null);
Assert.That(plan!.Value.Target, Is.SameAs(luckyPiece));
@@ -100,7 +99,7 @@ public class BotJewelHandlerTest
await AddJewelAsync(player, FirstBackpackSlot, ItemConstants.JewelOfSoul).ConfigureAwait(false);
await AddJewelAsync(player, FirstBackpackSlot + 1, ItemConstants.JewelOfSoul).ConfigureAwait(false);
var plan = BotJewelHandler.PlanNextUse(player, false);
var plan = BotJewelHandler.PlanNextUse(player, 2, 1, 1);
Assert.That(plan.HasValue, Is.EqualTo(expectsUse));
}
@@ -116,19 +115,43 @@ public class BotJewelHandlerTest
{
var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
var target = await AddEquippedItemAsync(player, InventoryConstants.LeftHandSlot, 9).ConfigureAwait(false);
await AddJewelAsync(player, FirstBackpackSlot, ItemConstants.JewelOfLife).ConfigureAwait(false);
var life = await AddJewelAsync(player, FirstBackpackSlot, ItemConstants.JewelOfLife).ConfigureAwait(false);
await AddJewelAsync(player, FirstBackpackSlot + 1, ItemConstants.JewelOfLife).ConfigureAwait(false);
var plan = BotJewelHandler.PlanNextUse(player, lifeAlreadyUsed);
var plan = BotJewelHandler.PlanNextUse(player, 2, 1, lifeAlreadyUsed ? 0 : 1);
Assert.That(plan.HasValue, Is.EqualTo(expectsUse));
if (expectsUse)
{
Assert.That(plan!.Value.Target, Is.SameAs(target));
Assert.That(plan.Value.IsLife, Is.True);
Assert.That(plan.Value.Jewel, Is.SameAs(life));
}
}
/// <summary>
/// Each jewel kind has its own budget: a spent Bless budget must not keep the Soul rule from
/// being reached. With one shared budget the Bless rule - which has a target whenever any equipped
/// piece is below +6 - consumed every use of every trip, and Souls and Lifes piled up unused.
/// </summary>
[Test]
public async ValueTask SpentBlessBudgetDoesNotStarveSoulAsync()
{
var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
// A Bless target (below +6) and a Soul target (+6) are available at the same time.
await AddEquippedItemAsync(player, InventoryConstants.RightHandSlot, 2).ConfigureAwait(false);
var soulTarget = await AddEquippedItemAsync(player, InventoryConstants.LeftHandSlot, 6).ConfigureAwait(false);
await AddJewelAsync(player, FirstBackpackSlot, ItemConstants.JewelOfBless).ConfigureAwait(false);
var soul = await AddJewelAsync(player, FirstBackpackSlot + 1, ItemConstants.JewelOfSoul).ConfigureAwait(false);
await AddJewelAsync(player, FirstBackpackSlot + 2, ItemConstants.JewelOfSoul).ConfigureAwait(false);
var plan = BotJewelHandler.PlanNextUse(player, 0, 1, 1);
Assert.That(plan, Is.Not.Null);
Assert.That(plan!.Value.Jewel, Is.SameAs(soul));
Assert.That(plan.Value.Target, Is.SameAs(soulTarget));
}
/// <summary>
/// Without any applicable jewel or target, nothing is planned.
/// </summary>
@@ -138,7 +161,7 @@ public class BotJewelHandlerTest
var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
await AddEquippedItemAsync(player, InventoryConstants.LeftHandSlot, 2).ConfigureAwait(false);
var plan = BotJewelHandler.PlanNextUse(player, false);
var plan = BotJewelHandler.PlanNextUse(player, 2, 1, 1);
Assert.That(plan, Is.Null);
}

View File

@@ -87,6 +87,38 @@ public class BotServerPartitionTest
Assert.That(BotServerPartition.Split(capacities, 2, 150).Partition.IsGenerator, Is.False);
}
/// <summary>
/// A deployment which is configured to hold NO bots still has a server which generates - and, above
/// all, purges - the population. Deciding the role by the number of accounts instead would mean that
/// "delete all bots" does nothing at all on exactly the setting which asks for no bots.
/// </summary>
[Test]
public void TheFirstServerActsEvenWithoutAnyAccounts()
{
List<(byte ServerId, int Capacity)> capacities = [(0, 50), (1, 50)];
var (first, assigned) = BotServerPartition.Split(capacities, 0, 0);
var (second, _) = BotServerPartition.Split(capacities, 1, 0);
Assert.That(assigned, Is.EqualTo(0));
Assert.That(first.AccountCount, Is.EqualTo(0));
Assert.That(first.IsGenerator, Is.True);
Assert.That(second.IsGenerator, Is.False);
}
/// <summary>
/// The role is held by one server even when the deployment has no bot capacity left at all, so a
/// purge still finds someone to carry it out.
/// </summary>
[Test]
public void TheFirstServerActsWithoutAnyCapacity()
{
List<(byte ServerId, int Capacity)> capacities = [(0, 0), (1, 0)];
Assert.That(BotServerPartition.Split(capacities, 0, 100).Partition.IsGenerator, Is.True);
Assert.That(BotServerPartition.Split(capacities, 1, 100).Partition.IsGenerator, Is.False);
}
/// <summary>
/// The servers may have different player limits; the shares follow their capacity.
/// </summary>

View File

@@ -0,0 +1,126 @@
// <copyright file="BotSkillRepertoireTest.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.Tests;
using MUnique.OpenMU.DataModel.Configuration;
using MUnique.OpenMU.GameLogic.Bots;
using NUnit.Framework;
/// <summary>
/// Tests for the skills a bot may learn - the gate which decides what it owns to fight with.
/// </summary>
[TestFixture]
public class BotSkillRepertoireTest
{
/// <summary>
/// Tests that the castle siege skills are refused. They carry the highest damage numbers of their
/// classes, so a "strongest first" rule walks straight into them, and the game activates them
/// nowhere but the siege map.
/// </summary>
/// <param name="skillNumber">The number of the castle siege skill.</param>
[TestCase((short)44)] // Crescent Moon Slash
[TestCase((short)45)] // Lance
[TestCase((short)46)] // Starfall
[TestCase((short)57)] // Spiral Slash
[TestCase((short)73)] // Mana Rays
[TestCase((short)74)] // Fire Blast
[TestCase((short)269)] // Charge
public void CastleSiegeSkillIsNotLearned(short skillNumber)
{
var skill = CreateAttackSkill(skillNumber, attackDamage: 120);
Assert.That(BotProgression.IsBotLearnableSkill(skill), Is.False);
}
/// <summary>
/// Tests that the skills of the siege roles stay out as well. Stun is the one that matters: it is an
/// area skill with no damage and a single hit, which is exactly what Twisting Slash looks like, so
/// nothing but its number tells the two apart.
/// </summary>
[Test]
public void SiegeRoleSkillIsNotLearned()
{
var stun = CreateAttackSkill(67, attackDamage: 0, skillType: SkillType.AreaSkillAutomaticHits);
Assert.That(BotProgression.IsBotLearnableSkill(stun), Is.False);
}
/// <summary>
/// Tests that a skill which carries no flat damage bonus but strikes several times is learned. The
/// Rage Fighter's whole arsenal is built that way - its damage comes from the weapon - so judging by
/// <see cref="Skill.AttackDamage"/> alone left the class with nothing to fight with.
/// </summary>
[Test]
public void MultiHitSkillWithoutFlatDamageIsLearned()
{
var killingBlow = CreateAttackSkill(260, attackDamage: 0, hits: 4);
Assert.That(BotProgression.IsBotLearnableSkill(killingBlow), Is.True);
}
/// <summary>
/// Tests that an area skill is learned even without a flat damage bonus: its worth is the number of
/// monsters it catches, not a bonus per hit.
/// </summary>
[Test]
public void AreaSkillWithoutFlatDamageIsLearned()
{
var twistingSlash = CreateAttackSkill(41, attackDamage: 0, skillType: SkillType.AreaSkillAutomaticHits);
Assert.That(BotProgression.IsBotLearnableSkill(twistingSlash), Is.True);
}
/// <summary>
/// Tests that a single-hit skill without a damage bonus stays out: it is worth no more than a plain
/// attack while costing mana. These are the combo swings, which the combo handler drives separately.
/// </summary>
[Test]
public void PlainSingleHitSkillWithoutDamageIsNotLearned()
{
var lunge = CreateAttackSkill(20, attackDamage: 0);
Assert.That(BotProgression.IsBotLearnableSkill(lunge), Is.False);
}
/// <summary>
/// Tests that an ordinary attack skill is still learned.
/// </summary>
[Test]
public void OrdinaryAttackSkillIsLearned()
{
var evilSpirit = CreateAttackSkill(9, attackDamage: 45);
Assert.That(BotProgression.IsBotLearnableSkill(evilSpirit), Is.True);
}
/// <summary>
/// Tests that a pet's skill is recognized as one. Plasma Storm belongs to the Fenrir, but its damage
/// attribute is derived from the character's own stats, so it looks strong on a character riding
/// nothing - and being the longest ranged skill most classes own, it won the tie-break for the whole
/// population until the pet was checked for.
/// </summary>
[Test]
public void PetSkillIsRecognizedAsOne()
{
var plasmaStorm = CreateAttackSkill(76, attackDamage: 60, damageType: DamageType.Fenrir);
var strikeOfDestruction = CreateAttackSkill(232, attackDamage: 110);
Assert.That(BotProgression.RequiresPet(plasmaStorm), Is.True);
Assert.That(BotProgression.RequiresPet(strikeOfDestruction), Is.False);
}
private static Skill CreateAttackSkill(short number, int attackDamage, byte hits = 1, SkillType skillType = SkillType.DirectHit, DamageType damageType = DamageType.Physical)
{
return new Skill
{
Number = number,
AttackDamage = attackDamage,
NumberOfHitsPerAttack = hits,
SkillType = skillType,
DamageType = damageType,
Range = 6,
};
}
}