diff --git a/CHANGELOG.md b/CHANGELOG.md index c22e22c..b8c8298 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -2,6 +2,43 @@ All notable changes to `mod-gold-rush` will be documented in this file. +## [Unreleased — hallsworth fork] + +### Fixed +- Bot routing is no longer a silent no-op. `Engine::ChangeStrategy` dispatches on the + first character of the strategy name and ignores anything without a `+`/`-`/`~`/`?` + prefix, so the bare `"new rpg"` calls did nothing. Now sends `"+new rpg"`, and only + to the non-combat engine, which is the only engine `AiFactory` ever adds it to. +- Temporary node lifetime is no longer 1000x too long. The `respawnTime` argument to + `Map::SummonGameObject` reaches `GameObject::SetRespawnTime(int32)`, which is in + seconds; the module was passing milliseconds, turning a 20-minute event into a + ~14-day one. Nodes never expired on their own. +- A config reload during a live event no longer orphans its gameobjects. `LoadConfig` + cleared the tracked node list without despawning, leaving nodes in the world with + nothing left to remove them. +- Nodes are placed on real ground. Spawns previously reused the anchor's exact Z for + every scattered X/Y, so on sloped terrain they floated or sank. Placement now probes + ground height, rejects cliffs and lower floors, requires line of sight to the anchor, + and retries a few times before giving up on a node. + +### Added +- `GoldRush.RetryMinutes` (default 5), `GoldRush.GraceMinutes` (default 15) and + `GoldRush.MinPlayersOnline` (default 1). + +### Changed +- The scheduler no longer collapses to a fixed retry poll on an empty server. Previously + every failed attempt overwrote the rolled Min/MaxInterval with a hard-coded 5 minutes + and stayed there, so the first player to log in got an event announced on top of them + within one retry window. It now holds while the world is below `MinPlayersOnline`, and + waits `GraceMinutes` once the world repopulates before running. GM-forced starts + (`.goldrush start` / `teststart`) bypass both checks. +- Node scatter uses a square-root radius so points spread evenly across the disc + instead of bunching near the anchor. +- `DespawnHotspotNodes` resolves the map once instead of per node, and warns if the + map cannot be resolved. +- Dropped the redundant `SetRespawnTime` / `SetSpawnedByDefault` calls after + `Map::SummonGameObject`, which already does both. + ## [Unreleased] ### Added diff --git a/conf/gold_rush.conf.dist b/conf/gold_rush.conf.dist index 35cacbc..71ebe93 100644 --- a/conf/gold_rush.conf.dist +++ b/conf/gold_rush.conf.dist @@ -46,6 +46,34 @@ GoldRush.MaxIntervalMinutes = 240 GoldRush.DurationMinutes = 20 +# +# GoldRush.RetryMinutes +# Description: How long to wait before trying again when a scheduled event cannot +# start (nobody online, no eligible zone, nowhere to place nodes). +# The rolled Min/MaxInterval is not consumed while holding. +# Default: 5 + +GoldRush.RetryMinutes = 5 + +# +# GoldRush.GraceMinutes +# Description: After the server has been sitting below MinPlayersOnline, wait this +# long once it repopulates before running an event. Stops the first +# person to log in from having a Gold Rush announced on top of them. +# Set to 0 to roll a fresh Min/MaxInterval instead. +# Default: 15 + +GoldRush.GraceMinutes = 15 + +# +# GoldRush.MinPlayersOnline +# Description: Minimum number of players standing in an event-eligible zone before +# a scheduled event may run. Playerbots count toward this. GM-forced +# starts ignore it. +# Default: 1 + +GoldRush.MinPlayersOnline = 1 + # # GoldRush.MinNodes # Description: Minimum number of temporary nodes to spawn in the hotspot diff --git a/src/GoldRush.cpp b/src/GoldRush.cpp index 481bb75..ccc6048 100644 --- a/src/GoldRush.cpp +++ b/src/GoldRush.cpp @@ -32,6 +32,14 @@ namespace { static char const* const GoldRushLogFilter = "module.goldrush"; +// Node placement tuning. +static constexpr uint8 MaxPlacementAttempts = 8; // candidate spots tried per node +static constexpr float HeightProbeUp = 5.0f; // start the ground probe above the anchor +static constexpr float HeightSearchDist = 50.0f; // how far down the probe may search +static constexpr float MaxVerticalDrift = 20.0f; // reject ground this far off the anchor's +// Mirrors INVALID_HEIGHT from GridTerrainData.h without taking a dependency on that header. +static constexpr float InvalidHeightSentinel = -99999.0f; + struct GoldRushSite { std::string ZoneLabel; @@ -72,6 +80,9 @@ public: uint32 MaxNodeCount = 25; uint32 BotsPerFaction = 6; uint32 BotPulseMs = 30 * IN_MILLISECONDS; + uint32 RetryMs = 5 * MINUTE * IN_MILLISECONDS; + uint32 GraceMs = 15 * MINUTE * IN_MILLISECONDS; + uint32 MinPlayersOnline = 1; float SpawnRadius = 25.0f; std::string NodeEntries; std::string ZonePool; @@ -144,6 +155,18 @@ class GoldRushManager public: void LoadConfig() { + // A config reload (or `.reload config`) used to wipe the tracked node list while an + // event was live, orphaning every temporary gameobject in the world with no owner + // left to despawn it. Tear the running event down first, then rebuild state. + if (_active) + { + LOG_INFO(GoldRushLogFilter, "Gold Rush config reload during an active event; despawning {} temporary node(s) and releasing routed bots first.", + _spawnedNodes.size()); + + DespawnHotspotNodes(); + ClearBotRouting(); + } + _config.Enabled = sConfigMgr->GetOption("GoldRush.Enable", true); _config.VerboseLogging = sConfigMgr->GetOption("GoldRush.VerboseLogging", false); _config.MinIntervalMs = sConfigMgr->GetOption("GoldRush.MinIntervalMinutes", 120) * MINUTE * IN_MILLISECONDS; @@ -153,6 +176,9 @@ public: _config.MaxNodeCount = sConfigMgr->GetOption("GoldRush.MaxNodes", 25); _config.BotsPerFaction = sConfigMgr->GetOption("GoldRush.BotsPerFaction", 6); _config.BotPulseMs = sConfigMgr->GetOption("GoldRush.BotPulseSeconds", 30) * IN_MILLISECONDS; + _config.RetryMs = std::max(1, sConfigMgr->GetOption("GoldRush.RetryMinutes", 5)) * MINUTE * IN_MILLISECONDS; + _config.GraceMs = sConfigMgr->GetOption("GoldRush.GraceMinutes", 15) * MINUTE * IN_MILLISECONDS; + _config.MinPlayersOnline = std::max(1, sConfigMgr->GetOption("GoldRush.MinPlayersOnline", 1)); _config.SpawnRadius = sConfigMgr->GetOption("GoldRush.SpawnRadiusYards", 25.0f); _config.NodeEntries = sConfigMgr->GetOption("GoldRush.NodeEntries", "191133;190176;190171;190172;189973"); _config.ZonePool = sConfigMgr->GetOption("GoldRush.ZonePool", "Un'Goro Crater|Fire Plume Ridge; Winterspring|Frostfire Hot Springs; Eastern Plaguelands|Terrorweb Tunnel; Sholazar Basin|The River's Heart"); @@ -171,6 +197,7 @@ public: _spawnedNodes.clear(); _routedBotIds.clear(); _telemetry = {}; + _worldWasEmpty = false; _timeUntilNextEventMs = 0; _eventTimeRemainingMs = 0; _nextBotPulseMs = _config.BotPulseMs; @@ -247,7 +274,7 @@ public: if (!site.ZoneId || !anchor || !anchor->IsInWorld() || !anchor->GetMap()) return false; - return StartEvent(anchor, site); + return StartEvent(anchor, site, false); } bool ForceTestStart(Player* anchor) @@ -704,11 +731,72 @@ private: return Acore::Containers::SelectRandomContainerElement(candidates); } - bool StartEvent(Player* anchorOverride = nullptr, GoldRushSite siteOverride = {}) + // Counts players (bots included) standing somewhere an event could legally anchor. + // Only called when the schedule expires, never per world tick. + uint32 CountEligibleAnchors() const + { + uint32 count = 0; + std::shared_lock lock(*HashMapHolder::GetLock()); + + for (auto const& [guid, player] : ObjectAccessor::GetPlayers()) + { + if (IsEligibleAnchor(player)) + ++count; + } + + return count; + } + + bool StartEvent(Player* anchorOverride = nullptr, GoldRushSite siteOverride = {}, bool scheduled = true) { if (_nodeEntries.empty()) return false; + // On an empty (or near-empty) server the scheduler used to burn its rolled + // interval down to a flat retry and hold there, so the first person to log in + // got an event dropped on their head within one retry window. Hold the schedule + // while nobody is around, then give the world a grace period once it repopulates. + // GM-forced starts skip all of this. + if (scheduled) + { + uint32 const eligible = CountEligibleAnchors(); + + if (eligible < _config.MinPlayersOnline) + { + if (!_worldWasEmpty) + { + _worldWasEmpty = true; + + if (_config.Debug) + { + LOG_INFO(GoldRushLogFilter, "Gold Rush is holding: {} eligible anchor(s) online, {} required. Rechecking every {} minute(s).", + eligible, _config.MinPlayersOnline, _config.RetryMs / (MINUTE * IN_MILLISECONDS)); + } + } + else + { + LogVerbose("Gold Rush still holding; no eligible anchors online."); + } + + _timeUntilNextEventMs = _config.RetryMs; + return false; + } + + if (_worldWasEmpty) + { + _worldWasEmpty = false; + _timeUntilNextEventMs = _config.GraceMs ? _config.GraceMs : RollIntervalMs(); + + if (_config.Debug) + { + LOG_INFO(GoldRushLogFilter, "Gold Rush sees {} eligible anchor(s) after an idle period; waiting {} minute(s) before the next event.", + eligible, _timeUntilNextEventMs / (MINUTE * IN_MILLISECONDS)); + } + + return false; + } + } + if (!siteOverride.ZoneId) siteOverride = anchorOverride ? BuildEligibleSiteFromPlayer(anchorOverride) : SelectSiteForPlayer(anchorOverride); @@ -726,9 +814,11 @@ private: if (!siteOverride.ZoneId) { - _timeUntilNextEventMs = 5 * MINUTE * IN_MILLISECONDS; + _worldWasEmpty = true; + _timeUntilNextEventMs = _config.RetryMs; if (_config.Debug) - LOG_INFO(GoldRushLogFilter, "Gold Rush could not find any eligible world zone with a live player anchor; retrying in 5 minutes."); + LOG_INFO(GoldRushLogFilter, "Gold Rush could not find any eligible world zone with a live player anchor; retrying in {} minute(s).", + _config.RetryMs / (MINUTE * IN_MILLISECONDS)); return false; } @@ -740,9 +830,11 @@ private: anchor = FindAnyEligibleWorldPlayer(); if (!anchor || !anchor->GetMap()) { - _timeUntilNextEventMs = 5 * MINUTE * IN_MILLISECONDS; + _worldWasEmpty = true; + _timeUntilNextEventMs = _config.RetryMs; if (_config.Debug) - LOG_INFO(GoldRushLogFilter, "Gold Rush hotspot in {} could not find an anchor player; retrying in 5 minutes.", BuildLocationText(_currentSite)); + LOG_INFO(GoldRushLogFilter, "Gold Rush hotspot in {} could not find an anchor player; retrying in {} minute(s).", + BuildLocationText(_currentSite), _config.RetryMs / (MINUTE * IN_MILLISECONDS)); return false; } } @@ -750,10 +842,10 @@ private: GoldRushSite anchorSite = BuildEligibleSiteFromPlayer(anchor); if (!anchorSite.ZoneId) { - _timeUntilNextEventMs = 5 * MINUTE * IN_MILLISECONDS; + _timeUntilNextEventMs = _config.RetryMs; if (_config.Debug) - LOG_INFO(GoldRushLogFilter, "Gold Rush rejected anchor {} because the zone is no longer eligible; retrying in 5 minutes.", - anchor->GetName()); + LOG_INFO(GoldRushLogFilter, "Gold Rush rejected anchor {} because the zone is no longer eligible; retrying in {} minute(s).", + anchor->GetName(), _config.RetryMs / (MINUTE * IN_MILLISECONDS)); return false; } @@ -763,9 +855,10 @@ private: if (!SpawnHotspot(anchor)) { - _timeUntilNextEventMs = 5 * MINUTE * IN_MILLISECONDS; + _timeUntilNextEventMs = _config.RetryMs; if (_config.Debug) - LOG_INFO(GoldRushLogFilter, "Gold Rush hotspot in {} could not spawn nodes; retrying in 5 minutes.", BuildLocationText(_currentSite)); + LOG_INFO(GoldRushLogFilter, "Gold Rush hotspot in {} could not spawn nodes; retrying in {} minute(s).", + BuildLocationText(_currentSite), _config.RetryMs / (MINUTE * IN_MILLISECONDS)); return false; } @@ -844,7 +937,14 @@ private: nodeCount, oreEntries.size(), herbEntries.size(), fallbackEntries.size()); } + // Map::SummonGameObject feeds this straight into GameObject::SetRespawnTime(int32), + // which is measured in SECONDS. Passing milliseconds made every node live ~14 days + // instead of the configured duration, so nothing ever expired on its own. + uint32 const nodeLifetimeSeconds = std::max(1, _config.DurationMs / IN_MILLISECONDS); + constexpr float twoPi = 6.28318530717958647692f; + float const anchorZ = anchor->GetPositionZ(); + for (uint32 i = 0; i < nodeCount; ++i) { std::vector const* pool = nullptr; @@ -861,44 +961,76 @@ private: continue; uint32 entry = Acore::Containers::SelectRandomContainerElement(*pool); - float angle = RandomFloat(0.0f, twoPi); - float distance = RandomFloat(0.0f, _config.SpawnRadius); - float x = anchor->GetPositionX() + (std::cos(angle) * distance); - float y = anchor->GetPositionY() + (std::sin(angle) * distance); - float z = anchor->GetPositionZ(); - if (GameObject* go = map->SummonGameObject(entry, x, y, z, anchor->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, _config.DurationMs, true)) + // Try a handful of candidate spots; a node that cannot be placed on real ground + // within line of sight of the anchor is skipped rather than left floating. + for (uint8 attempt = 0; attempt < MaxPlacementAttempts; ++attempt) { - go->SetRespawnTime(_config.DurationMs); - go->SetSpawnedByDefault(false); + float angle = RandomFloat(0.0f, twoPi); + + // sqrt() spreads points evenly across the disc; a plain uniform radius piles + // most of them near the anchor. + float distance = _config.SpawnRadius * std::sqrt(RandomFloat(0.0f, 1.0f)); + float x = anchor->GetPositionX() + (std::cos(angle) * distance); + float y = anchor->GetPositionY() + (std::sin(angle) * distance); + + float z = map->GetHeight(x, y, anchorZ + HeightProbeUp, true, HeightSearchDist); + if (z <= InvalidHeightSentinel) + continue; + + // Reject cliff faces, rooftops and lower floors picked up by the probe. + if (std::fabs(z - anchorZ) > MaxVerticalDrift) + continue; + + if (!anchor->IsWithinLOS(x, y, z + 1.0f)) + continue; + + GameObject* go = map->SummonGameObject(entry, x, y, z, anchor->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, nodeLifetimeSeconds, true); + if (!go) + continue; + + // Map::SummonGameObject already applied the respawn time and cleared + // spawned-by-default; re-doing it here is redundant. _spawnedNodes.push_back({ go->GetGUID(), entry }); ++_telemetry.NodesSpawned; if (_config.VerboseLogging) { - LOG_INFO(GoldRushLogFilter, "Gold Rush node spawned: entry {} at ({:.2f}, {:.2f}, {:.2f}) on map {}.", - entry, x, y, z, map->GetId()); + LOG_INFO(GoldRushLogFilter, "Gold Rush node spawned: entry {} at ({:.2f}, {:.2f}, {:.2f}) on map {} after {} attempt(s).", + entry, x, y, z, map->GetId(), attempt + 1); } + + break; } } + if (_config.VerboseLogging && _spawnedNodes.size() < nodeCount) + { + LOG_INFO(GoldRushLogFilter, "Gold Rush placed {} of {} requested node(s); the rest found no valid ground near the anchor.", + _spawnedNodes.size(), nodeCount); + } + return !_spawnedNodes.empty(); } void DespawnHotspotNodes() { + Map* map = sMapMgr->FindMap(_currentSite.MapId, 0); + if (!map && !_spawnedNodes.empty()) + { + LOG_WARN(GoldRushLogFilter, "Gold Rush could not resolve map {} to despawn {} temporary node(s); they will expire on their own respawn timer.", + _currentSite.MapId, _spawnedNodes.size()); + } + for (SpawnedNode const& node : _spawnedNodes) { - if (!node.Guid) + if (!node.Guid || !map) continue; - if (Map* map = sMapMgr->FindMap(_currentSite.MapId, 0)) + if (GameObject* go = map->GetGameObject(node.Guid)) { - if (GameObject* go = map->GetGameObject(node.Guid)) - { - go->DespawnOrUnsummon(); - ++_telemetry.NodesRemoved; - } + go->DespawnOrUnsummon(); + ++_telemetry.NodesRemoved; } } @@ -957,8 +1089,12 @@ private: { WorldPosition pos(_hotspot.GetMapId(), _hotspot.GetPositionX(), _hotspot.GetPositionY(), _hotspot.GetPositionZ()); botAI->rpgInfo.ChangeToGoGrind(pos); - botAI->ChangeStrategy("new rpg", BOT_STATE_NON_COMBAT); - botAI->ChangeStrategy("new rpg", BOT_STATE_COMBAT); + + // Engine::ChangeStrategy dispatches on the first character and ignores any + // name without a +/-/~/? prefix, so the old bare "new rpg" calls were silent + // no-ops. "new rpg" is a non-combat strategy (AiFactory only ever adds it to + // the non-combat engine), so the old BOT_STATE_COMBAT call was wrong as well. + botAI->ChangeStrategy("+new rpg", BOT_STATE_NON_COMBAT); _routedBotIds.insert(bot->GetGUID().GetCounter()); ++routedCount; @@ -1015,6 +1151,9 @@ private: if (!bot) continue; + // Only the rpg target is cleared. "new rpg" is part of the bots' default + // non-combat loadout when AiPlayerbot.EnableNewRpgStrategy is on, so removing + // it here would strip behaviour the module never granted. if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot)) botAI->rpgInfo.ChangeToIdle(); @@ -1039,6 +1178,7 @@ private: uint32 _timeUntilNextEventMs = 0; uint32 _eventTimeRemainingMs = 0; uint32 _nextBotPulseMs = 0; + bool _worldWasEmpty = false; bool _sitesInitialized = false; bool _active = false; };