//
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
//
namespace MUnique.OpenMU.GameLogic.Bots;
using System.ComponentModel.DataAnnotations;
///
/// The admin-panel editable configuration of the .
///
public class BotConfiguration
{
///
/// The hard limit of characters a single account can hold in the game.
///
public const int MaxCharactersPerAccountLimit = 5;
///
/// Gets or sets a value indicating whether the bot feature is enabled.
/// Disabled by default so that enabling bots is always an explicit, deliberate action.
///
[Display(Name = "Enabled", Description = "If enabled, bots are spawned after the server has started.")]
public bool Enabled { get; set; }
///
/// Gets or sets a value indicating whether all bot accounts and characters should be deleted.
/// When set, the feature purges every bot account on the next startup before generating fresh
/// ones, and then automatically clears this flag again. Use it to reset the bot population.
///
[Display(Name = "Reset bots", Description = "Deletes all bot accounts and characters on the next start, then regenerates them. Clears itself afterwards.")]
public bool ResetBots { get; set; }
///
/// Gets or sets a value indicating whether all bot accounts and characters should be deleted
/// WITHOUT being regenerated. Unlike this also turns
/// off - otherwise the very same pass would generate the population again - so it is the single
/// switch for "I do not want bots on this server anymore". Clears itself afterwards.
///
[Display(Name = "Purge bots", Description = "Deletes all bot accounts and characters and turns the bot feature off, without generating new ones. Clears itself afterwards.")]
public bool PurgeBots { get; set; }
///
/// Gets or sets a value indicating whether the bot population rotates its presence over the day:
/// fewer bots are online at night, most in the evening, with bots smoothly logging in and out -
/// like a real player base, instead of the same characters being online 24/7.
///
[Display(Name = "Presence rotation", Description = "Bots log in and out over the day (fewest at night, most in the evening) instead of all being online 24/7.")]
public bool PresenceRotation { get; set; } = true;
///
/// Gets or sets the share (in percent) of bots which stays online at the quietest time of day.
/// 100 effectively disables the rotation effect.
///
[Display(Name = "Min. online share %", Description = "Percentage of the bot population which stays online at the quietest hour (100 = no rotation effect).")]
public int MinOnlineSharePercent { get; set; } = 60;
///
/// Gets or sets the number of bot accounts. Together with
/// this defines the generated bot population, e.g. 10 accounts × 5 characters = 50 bot characters.
///
[Display(Name = "Number of accounts", Description = "How many bot accounts to maintain.")]
[Range(0, 1000)]
public int NumberOfAccounts { get; set; } = 10;
///
/// Gets or sets the number of characters per bot account. An account can hold at most
/// (5) characters, so this value is clamped on use.
///
[Display(Name = "Characters per account", Description = "How many characters each bot account holds (max 5).")]
[Range(1, MaxCharactersPerAccountLimit)]
public int MaxCharactersPerAccount { get; set; } = MaxCharactersPerAccountLimit;
///
/// Gets or sets the share (in percent) of a game server's maximum player count which its bots may
/// occupy. Bots count towards that limit like players do, and a full server turns new clients away -
/// so the rest of the capacity stays reserved for real players, who must never be denied a slot by a
/// bot. The population is split over all configured game servers accordingly (see
/// ); accounts which do not fit stay offline until the servers offer
/// the room for them.
///
[Display(Name = "Bot capacity %", Description = "Share of a game server's maximum player count which its bots may occupy; the rest stays reserved for real players.")]
[Range(1, 100)]
public int BotCapacityPercent { get; set; } = 60;
///
/// Gets or sets a value indicating whether bots pay the configured reset costs (zen, reset items)
/// when they reset their character on a server with the reset feature enabled. Off by default:
/// bots don't take part in the player economy the costs are balanced for, so charging them only
/// stalls their progression (a bot can't farm zen for a billion-zen reset the way players trade).
///
[Display(Name = "Bots pay reset costs", Description = "If enabled, bots consume the configured zen/item costs for their resets like human players (default: free bot resets).")]
public bool BotsPayResetCosts { get; set; }
///
/// Gets or sets how many Jewels of Bless, Soul and Life a bot keeps of each kind. Bots only pick up
/// the jewels they can actually spend on their own gear (see BotJewelHandler) and stop
/// collecting a kind once they hold this many; whatever they carry above it is sold on the next
/// merchant visit. The sensible value depends entirely on the server's drop rates - on a high rate
/// server a bot refills a big stock within hours, so a low limit keeps its backpack usable.
///
[Display(Name = "Jewel stock per kind", Description = "How many Jewels of Bless/Soul/Life a bot keeps of each kind; above this it stops picking them up and sells the surplus.")]
[Range(0, 100)]
public int JewelStockPerKind { get; set; } = 10;
///
/// Gets or sets the number of potion charges (per healing and per mana potions) a bot stocks up to
/// at a merchant. Merchants sell potions in stacks of different sizes, so this is the target the bot
/// buys towards, not a stack count.
///
[Display(Name = "Potion stock (charges)", Description = "How many healing and mana potion charges a bot buys up to at a merchant.")]
[Range(10, 255)]
public int PotionStockCharges { get; set; } = 60;
///
/// Gets or sets a comma separated list of login names of existing accounts to animate as bots.
/// This is an optional extra hook alongside the generated population (see
/// ): every listed account gets a bot driving its first character.
/// These accounts are animated as-is and are not part of the partitioned, capacity-limited
/// population, so leave it empty unless you specifically want to drive existing accounts.
///
[Display(Name = "Extra accounts to animate", Description = "Comma separated login names of existing accounts to animate as bots, in addition to the generated population.")]
public string ProofOfConceptAccounts { get; set; } = string.Empty;
///
/// Gets the effective, clamped number of characters per account.
///
/// A value between 1 and .
/// Deliberately a method: a get-only property would end up in the serialized plugin configuration JSON.
public int GetEffectiveCharactersPerAccount()
=> Math.Clamp(this.MaxCharactersPerAccount, 1, MaxCharactersPerAccountLimit);
///
/// Gets the effective, clamped share of a server's player capacity which its bots may occupy.
///
/// A value between 1 and 100.
/// Deliberately a method, like .
public int GetEffectiveBotCapacityPercent()
=> Math.Clamp(this.BotCapacityPercent, 1, 100);
///
/// Gets the effective, clamped jewel stock a bot keeps of each usable kind.
///
/// A value between 0 and 100.
/// Deliberately a method, like .
public int GetEffectiveJewelStockPerKind()
=> Math.Clamp(this.JewelStockPerKind, 0, 100);
///
/// Gets the effective, clamped potion charges a bot stocks up to.
///
/// A value between 10 and 255.
/// Deliberately a method, like .
public int GetEffectivePotionStockCharges()
=> Math.Clamp(this.PotionStockCharges, 10, 255);
///
/// Parses into the distinct, trimmed login names.
///
/// The list of login names.
/// Deliberately a method: a get-only property would end up in the serialized plugin configuration JSON.
public IReadOnlyList ParseProofOfConceptAccounts()
=> this.ProofOfConceptAccounts
.Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries)
.Distinct(StringComparer.OrdinalIgnoreCase)
.ToList();
}