Make the server-side bots hold up as a population (cherry picked from commit 88535b63a958fee9803d5fc3a4bdac5a3318d221)
168 lines
9.5 KiB
C#
168 lines
9.5 KiB
C#
// <copyright file="BotConfiguration.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic.Bots;
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using System.ComponentModel.DataAnnotations;
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/// <summary>
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/// The admin-panel editable configuration of the <see cref="BotFeaturePlugIn"/>.
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/// </summary>
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public class BotConfiguration
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{
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/// <summary>
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/// The hard limit of characters a single account can hold in the game.
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/// </summary>
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public const int MaxCharactersPerAccountLimit = 5;
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/// <summary>
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/// Gets or sets a value indicating whether the bot feature is enabled.
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/// Disabled by default so that enabling bots is always an explicit, deliberate action.
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/// </summary>
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[Display(Name = "Enabled", Description = "If enabled, bots are spawned after the server has started.")]
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public bool Enabled { get; set; }
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/// <summary>
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/// Gets or sets a value indicating whether all bot accounts and characters should be deleted.
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/// When set, the feature purges every bot account on the next startup before generating fresh
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/// ones, and then automatically clears this flag again. Use it to reset the bot population.
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/// </summary>
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[Display(Name = "Reset bots", Description = "Deletes all bot accounts and characters on the next start, then regenerates them. Clears itself afterwards.")]
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public bool ResetBots { get; set; }
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/// <summary>
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/// Gets or sets a value indicating whether all bot accounts and characters should be deleted
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/// WITHOUT being regenerated. Unlike <see cref="ResetBots"/> this also turns <see cref="Enabled"/>
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/// off - otherwise the very same pass would generate the population again - so it is the single
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/// switch for "I do not want bots on this server anymore". Clears itself afterwards.
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/// </summary>
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[Display(Name = "Purge bots", Description = "Deletes all bot accounts and characters and turns the bot feature off, without generating new ones. Clears itself afterwards.")]
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public bool PurgeBots { get; set; }
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/// <summary>
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/// Gets or sets a value indicating whether the bot population rotates its presence over the day:
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/// fewer bots are online at night, most in the evening, with bots smoothly logging in and out -
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/// like a real player base, instead of the same characters being online 24/7.
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/// </summary>
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[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.")]
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public bool PresenceRotation { get; set; } = true;
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/// <summary>
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/// Gets or sets the share (in percent) of bots which stays online at the quietest time of day.
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/// 100 effectively disables the rotation effect.
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/// </summary>
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[Display(Name = "Min. online share %", Description = "Percentage of the bot population which stays online at the quietest hour (100 = no rotation effect).")]
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public int MinOnlineSharePercent { get; set; } = 60;
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/// <summary>
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/// Gets or sets the number of bot accounts. Together with <see cref="MaxCharactersPerAccount"/>
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/// this defines the generated bot population, e.g. 10 accounts × 5 characters = 50 bot characters.
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/// </summary>
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[Display(Name = "Number of accounts", Description = "How many bot accounts to maintain.")]
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[Range(0, 1000)]
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public int NumberOfAccounts { get; set; } = 10;
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/// <summary>
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/// Gets or sets the number of characters per bot account. An account can hold at most
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/// <see cref="MaxCharactersPerAccountLimit"/> (5) characters, so this value is clamped on use.
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/// </summary>
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[Display(Name = "Characters per account", Description = "How many characters each bot account holds (max 5).")]
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[Range(1, MaxCharactersPerAccountLimit)]
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public int MaxCharactersPerAccount { get; set; } = MaxCharactersPerAccountLimit;
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/// <summary>
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/// Gets or sets the share (in percent) of a game server's maximum player count which its bots may
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/// occupy. Bots count towards that limit like players do, and a full server turns new clients away -
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/// so the rest of the capacity stays reserved for real players, who must never be denied a slot by a
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/// bot. The population is split over all configured game servers accordingly (see
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/// <see cref="BotServerPartition"/>); accounts which do not fit stay offline until the servers offer
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/// the room for them.
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/// </summary>
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[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.")]
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[Range(1, 100)]
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public int BotCapacityPercent { get; set; } = 60;
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/// <summary>
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/// Gets or sets a value indicating whether bots pay the configured reset costs (zen, reset items)
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/// when they reset their character on a server with the reset feature enabled. Off by default:
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/// bots don't take part in the player economy the costs are balanced for, so charging them only
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/// stalls their progression (a bot can't farm zen for a billion-zen reset the way players trade).
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/// </summary>
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[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).")]
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public bool BotsPayResetCosts { get; set; }
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/// <summary>
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/// Gets or sets how many Jewels of Bless, Soul and Life a bot keeps of each kind. Bots only pick up
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/// the jewels they can actually spend on their own gear (see <c>BotJewelHandler</c>) and stop
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/// collecting a kind once they hold this many; whatever they carry above it is sold on the next
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/// merchant visit. The sensible value depends entirely on the server's drop rates - on a high rate
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/// server a bot refills a big stock within hours, so a low limit keeps its backpack usable.
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/// </summary>
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[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.")]
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[Range(0, 100)]
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public int JewelStockPerKind { get; set; } = 10;
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/// <summary>
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/// Gets or sets the number of potion charges (per healing and per mana potions) a bot stocks up to
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/// at a merchant. Merchants sell potions in stacks of different sizes, so this is the target the bot
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/// buys towards, not a stack count.
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/// </summary>
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[Display(Name = "Potion stock (charges)", Description = "How many healing and mana potion charges a bot buys up to at a merchant.")]
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[Range(10, 255)]
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public int PotionStockCharges { get; set; } = 60;
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/// <summary>
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/// Gets or sets a comma separated list of login names of existing accounts to animate as bots.
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/// This is an optional extra hook alongside the generated population (see
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/// <see cref="NumberOfAccounts"/>): every listed account gets a bot driving its first character.
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/// These accounts are animated as-is and are not part of the partitioned, capacity-limited
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/// population, so leave it empty unless you specifically want to drive existing accounts.
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/// </summary>
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[Display(Name = "Extra accounts to animate", Description = "Comma separated login names of existing accounts to animate as bots, in addition to the generated population.")]
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public string ProofOfConceptAccounts { get; set; } = string.Empty;
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/// <summary>
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/// Gets the effective, clamped number of characters per account.
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/// </summary>
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/// <returns>A value between 1 and <see cref="MaxCharactersPerAccountLimit"/>.</returns>
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/// <remarks>Deliberately a method: a get-only property would end up in the serialized plugin configuration JSON.</remarks>
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public int GetEffectiveCharactersPerAccount()
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=> Math.Clamp(this.MaxCharactersPerAccount, 1, MaxCharactersPerAccountLimit);
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/// <summary>
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/// Gets the effective, clamped share of a server's player capacity which its bots may occupy.
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/// </summary>
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/// <returns>A value between 1 and 100.</returns>
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/// <remarks>Deliberately a method, like <see cref="GetEffectiveCharactersPerAccount"/>.</remarks>
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public int GetEffectiveBotCapacityPercent()
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=> Math.Clamp(this.BotCapacityPercent, 1, 100);
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/// <summary>
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/// Gets the effective, clamped jewel stock a bot keeps of each usable kind.
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/// </summary>
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/// <returns>A value between 0 and 100.</returns>
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/// <remarks>Deliberately a method, like <see cref="GetEffectiveCharactersPerAccount"/>.</remarks>
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public int GetEffectiveJewelStockPerKind()
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=> Math.Clamp(this.JewelStockPerKind, 0, 100);
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/// <summary>
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/// Gets the effective, clamped potion charges a bot stocks up to.
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/// </summary>
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/// <returns>A value between 10 and 255.</returns>
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/// <remarks>Deliberately a method, like <see cref="GetEffectiveCharactersPerAccount"/>.</remarks>
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public int GetEffectivePotionStockCharges()
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=> Math.Clamp(this.PotionStockCharges, 10, 255);
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/// <summary>
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/// Parses <see cref="ProofOfConceptAccounts"/> into the distinct, trimmed login names.
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/// </summary>
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/// <returns>The list of login names.</returns>
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/// <remarks>Deliberately a method: a get-only property would end up in the serialized plugin configuration JSON.</remarks>
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public IReadOnlyList<string> ParseProofOfConceptAccounts()
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=> this.ProofOfConceptAccounts
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.Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries)
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.Distinct(StringComparer.OrdinalIgnoreCase)
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.ToList();
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}
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