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25 changes: 18 additions & 7 deletions src/GameServer/Bot/Population/BackgroundDropResolver.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ function randInt(rng, min, max) {
return Math.floor(rng() * (high - low + 1)) + low;
}

function rewardDataForSpot(spot, rng) {
function rewardDataForSpot(spot, rng, npcSelfId = 0) {
const entries = spot?.npcEntries?.length
? spot.npcEntries
: (spot?.npcSelfIds || []).map((selfId) => ({ selfId, count: 1 }));
Expand All @@ -27,6 +27,16 @@ function rewardDataForSpot(spot, rng) {
)).map((reward) => ({ reward, count: 1 }));
const candidates = [...byId, ...byName];
if (!candidates.length) return null;
const defeatedNpcId = Number(npcSelfId || 0);
if (defeatedNpcId > 0) {
const exact = candidates.find((candidate) => Number(candidate.reward.selfId) === defeatedNpcId)?.reward;
if (exact) return exact;
const defeatedNpcName = String((DataCache.npcs || []).find((npc) => Number(npc.selfId) === defeatedNpcId)?.template?.name || '')
.trim().toLowerCase();
return candidates.find((candidate) => (
defeatedNpcName && String(candidate.reward.template?.name || '').trim().toLowerCase() === defeatedNpcName
))?.reward || null;
}
let roll = rng() * candidates.reduce((sum, candidate) => sum + candidate.count, 0);
for (const candidate of candidates) {
roll -= candidate.count;
Expand Down Expand Up @@ -58,30 +68,31 @@ function itemSnapshot(item, amount, sourceMobLevel = 0) {
};
}

function sourceMobLevel(rewardData, spot) {
const npc = (DataCache.npcs || []).find((entry) => Number(entry.selfId) === Number(rewardData?.selfId));
function sourceMobLevel(rewardData, spot, npcSelfId = 0) {
const npc = (DataCache.npcs || []).find((entry) => Number(entry.selfId) === Number(npcSelfId || rewardData?.selfId));
return Math.max(0, Number(npc?.template?.level || spot?.avgLevel || 0));
}

function rollForFight({ spot, killerLevel, rng = Math.random, maxItems = 1 } = {}) {
const rewardData = rewardDataForSpot(spot, rng);
function rollForFight({ spot, killerLevel, npcSelfId = 0, rng = Math.random, maxItems = 1 } = {}) {
const rewardData = rewardDataForSpot(spot, rng, npcSelfId);
if (!rewardData) return [];
const defeatedNpcLevel = sourceMobLevel(rewardData, spot, npcSelfId);

const drops = [];
for (const group of rewardData.rewards || []) {
if (drops.length >= maxItems) break;
if ((group.items || []).every((item) => Number(item.selfId) === 57)) continue;

const groupRoll = ProgressionRates.rewardGroupRoll(group, 'drop', {
npcLevel: Number(spot?.avgLevel || 0),
npcLevel: defeatedNpcLevel,
killerLevel: Number(killerLevel || 0)
}, rng);
if (!groupRoll.hit) continue;

const item = selectItem(group.items, rng);
if (!item || Number(item.selfId) === 57) continue;
const amount = ProgressionRates.scaleAmount(randInt(rng, item.min, item.max), groupRoll.amountMultiplier, rng);
const snapshot = itemSnapshot(item, amount, sourceMobLevel(rewardData, spot));
const snapshot = itemSnapshot(item, amount, defeatedNpcLevel);
if (snapshot) drops.push(snapshot);
}
return drops;
Expand Down
28 changes: 21 additions & 7 deletions src/GameServer/Bot/Population/BackgroundPartyResolver.js
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@ function estimateFightCount({ party, members, spot, elapsedMs }) {
return Math.max(1, Math.min(4, Math.round(baseWindows * densityFactor * cohesionFactor)));
}

function distributeRewards({ members, spot, wins, pressure, rng }) {
function distributeRewards({ members, spot, wins, defeatedNpcIds = [], pressure, rng }) {
const rewards = spot.rewards;
const expMultiplier = Number(pressure?.expMultiplier || 1);
const rates = ProgressionRates.profile();
Expand All @@ -55,6 +55,7 @@ function distributeRewards({ members, spot, wins, pressure, rng }) {
const drops = BackgroundDropResolver.rollForFight({
spot,
killerLevel: Math.round(avgLevel(members)),
npcSelfId: defeatedNpcIds[win],
rng
});
if (!drops.length) continue;
Expand All @@ -71,7 +72,7 @@ function distributeRewards({ members, spot, wins, pressure, rng }) {
}

const BackgroundPartyResolver = {
resolve({ party, members, spot, pressure = {}, elapsedMs = 60000, rng = Math.random, timestamp = Date.now() }) {
resolve({ party, members, spot, pressure = {}, targetNpcId = 0, elapsedMs = 60000, rng = Math.random, timestamp = Date.now() }) {
if (!party || !members?.length || !spot) {
return {
memberResults: [],
Expand Down Expand Up @@ -155,9 +156,10 @@ const BackgroundPartyResolver = {
let combatActions = 0;
let skillUses = 0;
let heals = 0;
const defeatedNpcIds = [];
let combatMembers = members.map((state) => ({ ...state }));
for (let i = 0; i < fights; i++) {
const encounter = BackgroundResolver.resolvePartyFight({ members: combatMembers, spot, rng, timestamp });
const encounter = BackgroundResolver.resolvePartyFight({ members: combatMembers, spot, targetNpcId, rng, timestamp });
combatActions += Number(encounter.debug?.actions || 0);
skillUses += encounter.members.reduce((sum, member) => sum + Number(member.skillUses || 0), 0);
heals += encounter.members.reduce((sum, member) => sum + Number(member.heals || 0), 0);
Expand All @@ -169,12 +171,15 @@ const BackgroundPartyResolver = {
coldCombat: { ...(member.state.stats?.coldCombat || member.profile), cooldowns: member.cooldowns }
}
}));
if (encounter.won) wins += 1;
if (encounter.won) {
wins += 1;
if (Number(encounter.debug?.mobSelfId) > 0) defeatedNpcIds.push(Number(encounter.debug.mobSelfId));
}
else losses += 1;
if (!encounter.won || combatMembers.some((member) => Number(member.vitals?.hp || 0) <= 0)) break;
}

const rewards = distributeRewards({ members, spot, wins, pressure, rng });
const rewards = distributeRewards({ members, spot, wins, defeatedNpcIds, pressure, rng });
const memberResults = [];
const events = [];
let deaths = 0;
Expand Down Expand Up @@ -238,7 +243,14 @@ const BackgroundPartyResolver = {
dropsAwarded: items.reduce((sum, item) => sum + Number(item.amount || 0), 0),
spotId: spot.id,
route: spot.route || null,
aggregate: true
aggregate: true,
targetNpcId: Number(targetNpcId) || null,
defeatedNpcIds: [...defeatedNpcIds],
// A party resolve represents one shared encounter. Its
// leader may be replaced or leave while the resulting
// state updates are persisted, so use the stable local
// result order to nominate exactly one aggregate owner.
populationTelemetryOwner: index === 0
}
}
});
Expand Down Expand Up @@ -353,7 +365,9 @@ const BackgroundPartyResolver = {
route: spot.route || null,
combatActions,
skillUses,
heals
heals,
targetNpcId: Number(targetNpcId) || null,
defeatedNpcIds
}
};
}
Expand Down
23 changes: 15 additions & 8 deletions src/GameServer/Bot/Population/BackgroundResolver.js
Original file line number Diff line number Diff line change
Expand Up @@ -228,9 +228,9 @@ function chooseSkill(profile, mp, cooldowns, time) {
.sort((a, b) => b.score - a.score)[0] || null;
}

function resolveFight({ state, spot, pressure, rng, timestamp = Date.now() }) {
function resolveFight({ state, spot, pressure, targetNpcId = 0, rng, timestamp = Date.now() }) {
const bot = botCombatStats(state, timestamp);
const mob = ColdCombatProfile.npcForSpot(spot, rng) || {
const mob = ColdCombatProfile.npcForSpot(spot, rng, { preferredNpcId: targetNpcId }) || {
level: Number(spot.avgLevel || bot.level), maxHp: Math.max(1, Number(spot.mob?.hp || 1)),
pAtk: Math.max(1, Number(spot.mob?.damage || 1)), pAtkRnd: 0, pDef: 1, mDef: 1,
accur: 1, evasion: 0, critical: 0, atkSpd: 253, mAtk: 1, castSpd: 333
Expand Down Expand Up @@ -312,6 +312,7 @@ function resolveFight({ state, spot, pressure, rng, timestamp = Date.now() }) {
const loot = BackgroundDropResolver.rollForFight({
spot,
killerLevel: Number(state.level || bot.level),
npcSelfId: mob.selfId,
rng
});

Expand Down Expand Up @@ -342,8 +343,8 @@ function chooseHeal(profile, allies, mp, cooldowns, time) {
return skill ? { skill, target: injured } : null;
}

function resolvePartyFight({ members, spot, rng = Math.random, timestamp = Date.now() }) {
const mob = ColdCombatProfile.npcForSpot(spot, rng) || {
function resolvePartyFight({ members, spot, targetNpcId = 0, rng = Math.random, timestamp = Date.now() }) {
const mob = ColdCombatProfile.npcForSpot(spot, rng, { preferredNpcId: targetNpcId }) || {
level: Number(spot.avgLevel || 1), maxHp: Math.max(1, Number(spot.mob?.hp || 1)),
pAtk: Math.max(1, Number(spot.mob?.damage || 1)), pAtkRnd: 0, pDef: 1, mDef: 1,
accur: 1, evasion: 0, critical: 0, atkSpd: 253
Expand Down Expand Up @@ -438,7 +439,7 @@ function resolvePartyFight({ members, spot, rng = Math.random, timestamp = Date.
const BackgroundResolver = {
resolveRest,
resolvePartyFight,
resolveSolo({ state, spot, pressure = {}, elapsedMs = 60000, rng = Math.random, timestamp = Date.now() }) {
resolveSolo({ state, spot, pressure = {}, targetNpcId = 0, elapsedMs = 60000, rng = Math.random, timestamp = Date.now() }) {
if (!state) {
return {
patch: {},
Expand Down Expand Up @@ -537,10 +538,11 @@ const BackgroundResolver = {
let died = false;
let combatActions = 0;
let skillUses = 0;
const foughtNpcIds = [];

for (let i = 0; i < fights; i++) {
const fightState = { ...state, vitals: patch.vitals };
const result = resolveFight({ state: fightState, spot, pressure, rng, timestamp });
const result = resolveFight({ state: fightState, spot, pressure, targetNpcId, rng, timestamp });
patch.vitals.hp = result.hp;
patch.vitals.mp = result.mp;
patch.stats = {
Expand All @@ -557,7 +559,10 @@ const BackgroundResolver = {
combatActions += Number(result.debug?.actions || 0);
skillUses += Number(result.debug?.skillUses || 0);

if (result.won) wins += 1;
if (result.won) {
wins += 1;
if (Number(result.debug?.mobSelfId) > 0) foughtNpcIds.push(Number(result.debug.mobSelfId));
}
if (result.died) {
died = true;
patch.activity = 'dead';
Expand Down Expand Up @@ -613,7 +618,9 @@ const BackgroundResolver = {
spotId: spot.id,
route: spot.route || null,
combatActions,
skillUses
skillUses,
targetNpcId: Number(targetNpcId) || null,
foughtNpcIds
}
};
}
Expand Down
63 changes: 62 additions & 1 deletion src/GameServer/Bot/Population/BotLifeState.js
Original file line number Diff line number Diff line change
Expand Up @@ -170,6 +170,40 @@ function syncInventorySummary(characterId, inventory) {
));
}

function targetCombatTelemetry(previous = {}, debug = {}, timestamp = now()) {
const targetNpcId = Number(debug?.targetNpcId || 0);
if (targetNpcId <= 0) return null;
const targetKey = String(targetNpcId);
const defeatedNpcIds = (Array.isArray(debug.foughtNpcIds) ? debug.foughtNpcIds : debug.defeatedNpcIds || [])
.map(Number)
.filter((npcId) => npcId > 0);
const targetKills = defeatedNpcIds.filter((npcId) => npcId === targetNpcId).length;
const interruptions = defeatedNpcIds.length - targetKills;
const add = (current = {}) => ({
resolves: Number(current.resolves || 0) + 1,
defeated: Number(current.defeated || 0) + defeatedNpcIds.length,
targetKills: Number(current.targetKills || 0) + targetKills,
interruptions: Number(current.interruptions || 0) + interruptions,
lastDefeatedNpcIds: defeatedNpcIds,
lastResolvedAt: timestamp
});
const targets = { ...(previous.targets || {}) };
const current = add(targets[targetKey]);
targets[targetKey] = current;
const populationTargets = { ...(previous.populationTargets || {}) };
if (!debug.aggregate || debug.populationTelemetryOwner === true) {
populationTargets[targetKey] = add(populationTargets[targetKey]);
}

return {
...(previous || {}),
targetNpcId,
...current,
targets,
populationTargets
};
}

function normalize(row) {
const stats = parseJson(row.statsJson, {});
const inventory = parseJson(row.inventorySummary, {});
Expand Down Expand Up @@ -1258,6 +1292,7 @@ const BotLifeState = {
.filter((item) => Number(item.selfId) === 57)
.reduce((sum, item) => sum + Number(item.amount || 0), 0);
const adena = Number(state.adena || 0) + Number(result.materialize?.adena || 0) + materializedAdenaItems;
const targetCombat = targetCombatTelemetry(state.stats?.targetCombat, result.debug, timestamp);
const stats = {
...(state.stats || {}),
fightsWon: Number(state.stats?.fightsWon || 0) + Number(result.debug?.wins || 0),
Expand All @@ -1267,7 +1302,8 @@ const BotLifeState = {
spEarned: Number(state.stats?.spEarned || 0) + Number(result.materialize?.sp || 0),
adenaEarned: Number(state.stats?.adenaEarned || 0) + Number(result.materialize?.adena || 0) + materializedAdenaItems,
route: result.debug?.route || state.stats?.route || null,
lastResolveDebug: result.debug || null
lastResolveDebug: result.debug || null,
...(targetCombat ? { targetCombat } : {})
};
const inventory = { ...(state.inventory || {}) };
materializedItems.filter((item) => Number(item.selfId) !== 57).forEach((item) => {
Expand Down Expand Up @@ -1336,6 +1372,11 @@ const BotLifeState = {
stats: {
...stats,
...(result.patch?.stats || {}),
// Party combat carries a projected combat snapshot in patch.stats.
// Keep lifecycle telemetry from this resolve authoritative over
// that snapshot, which still contains the previous tick's data.
...(targetCombat ? { targetCombat } : {}),
lastResolveDebug: result.debug || null,
equipment: equipmentSummaryFromInventory(equippedInventory)
},
inventory: equippedInventory,
Expand Down Expand Up @@ -1699,6 +1740,26 @@ const BotLifeState = {
return counts;
},

targetCombatSummary() {
return Array.from(cache.values()).reduce((summary, state) => {
const targets = state.stats?.targetCombat?.populationTargets || {};
const values = Object.values(targets);
if (!values.length) return summary;
summary.bots += 1;
values.forEach((telemetry) => {
summary.resolves += Number(telemetry.resolves || 0);
summary.defeated += Number(telemetry.defeated || 0);
summary.targetKills += Number(telemetry.targetKills || 0);
summary.interruptions += Number(telemetry.interruptions || 0);
});
return summary;
}, { bots: 0, resolves: 0, defeated: 0, targetKills: 0, interruptions: 0 });
},

cachedState(characterId) {
return cache.get(Number(characterId)) || null;
},

allStates(limit = 500) {
const safeLimit = Math.max(1, Math.min(2000, Number(limit) || 500));
return Array.from(cache.values())
Expand Down
31 changes: 24 additions & 7 deletions src/GameServer/Bot/Population/ColdCombatProfile.js
Original file line number Diff line number Diff line change
Expand Up @@ -293,14 +293,31 @@ function offensiveSkills(profile) {
});
}

function npcForSpot(spot = {}, rng = Math.random) {
function npcForSpot(spot = {}, rng = Math.random, options = {}) {
const entries = Array.isArray(spot.npcEntries) && spot.npcEntries.length ? spot.npcEntries : (spot.npcSelfIds || []).map((selfId) => ({ selfId, count: 1 }));
const total = entries.reduce((sum, entry) => sum + Math.max(1, number(entry.count, 1)), 0);
let needle = rng() * total;
const selected = entries.find((entry) => {
needle -= Math.max(1, number(entry.count, 1));
return needle <= 0;
}) || entries[0];
const pickEntry = (candidates) => {
const total = candidates.reduce((sum, entry) => sum + Math.max(1, number(entry.count, 1)), 0);
let needle = rng() * total;
return candidates.find((entry) => {
needle -= Math.max(1, number(entry.count, 1));
return needle <= 0;
}) || candidates[0];
};
const preferredNpcId = number(options.preferredNpcId);
const preferred = preferredNpcId > 0
? entries.find((entry) => number(entry.selfId) === preferredNpcId)
: null;
// A direct-drop plan travels to the intended monster, but it is still a
// real hunting ground. Nearby aggressive mobs can engage first instead of
// making the bot immune to the rest of the encounter table.
const aggressive = preferred
? entries.filter((entry) => number(entry.selfId) !== preferredNpcId
&& (DataCache.npcs || []).find((npc) => number(npc.selfId) === number(entry.selfId))?.template?.hostile === true)
: [];
const interruptionChance = Math.max(0, Math.min(1, number(options.aggressiveInterruptionChance, 0.25)));
const selected = preferred && (!aggressive.length || rng() >= interruptionChance)
? preferred
: pickEntry(aggressive.length ? aggressive : entries);
const npc = (DataCache.npcs || []).find((entry) => Number(entry.selfId) === Number(selected?.selfId));
if (!npc) return null;
return {
Expand Down
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