Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[AC] [Bug] [Core] Somitimes bosses dont drop anything #575

Closed
1 task done
DykeRz opened this issue Jul 19, 2023 · 15 comments
Closed
1 task done

[AC] [Bug] [Core] Somitimes bosses dont drop anything #575

DykeRz opened this issue Jul 19, 2023 · 15 comments
Labels
bug Something isn't working

Comments

@DykeRz
Copy link

DykeRz commented Jul 19, 2023

DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

  • I understand that my issue may get closed without notice if I intentionally remove or skip any mandatory* field

Current behaviour

Sorry to ask a question here, but i can't find the answer anywhere, the fact is that sometimes on my server bosses don't give a drop randomly, you can kill Lord in ICC and get drop, then you kill Lady and she dont drop anything, then you kill another bosses and get drop, coming to Lich King, kill him and he dont drop anything. This problem in all dungeons, some random bosses dont drop anything

Expected behaviour

No response

Crashlog

No response

Steps to reproduce the problem

No response

TrinityCore or AzerothCore

AzerothCore

Core rev. hash/commit

864e405

Operating system

debian 11

@DykeRz DykeRz added the bug Something isn't working label Jul 19, 2023
@trickerer
Copy link
Owner

  1. Do you have any additional changes in Unit.cpp (Unit::DealDamage)?

  2. Some module or script could interfere with that. For example, some autobalance-like mod could reduce boss' max hp by 50% (or more), at the same time required damage to receive the reward is unchanged. This way, depending on original max hp being even or odd, you may be unable to deal enough damage to get loot.

@DykeRz
Copy link
Author

DykeRz commented Jul 19, 2023

  1. Do you have any additional changes in Unit.cpp (Unit::DealDamage)?
  2. Some module or script could interfere with that. For example, some autobalance-like mod could reduce boss' max hp by 50% (or more), at the same time required damage to receive the reward is unchanged. This way, depending on original max hp being even or odd, you may be unable to deal enough damage to get loot.
  1. No

  2. it seems to be true that players do not deal enough damage to get loot, and where is this amount of damage regulated? or do i need to change autobalance somehow?

or how do i remove the dependency in the amount of damage done to get loot?

@trickerer
Copy link
Owner

You can't do any of that through mod config I don't think, you'll have to ask your mod's developer.

@DykeRz
Copy link
Author

DykeRz commented Jul 19, 2023

so i think that sometimes the bot does more damage than the player, respectively, the player sometimes does not get any loot because of the bot

@DykeRz
Copy link
Author

DykeRz commented Jul 19, 2023

You can't do any of that through mod config I don't think, you'll have to ask your mod's developer.

im using this mod, your :)

https://github.com/trickerer/mod-autobalance

maybe i must modify unit.cpp?

@DykeRz
Copy link
Author

DykeRz commented Jul 19, 2023

and i'm using your core with bots, last commit

@trickerer
Copy link
Owner

What are your non-default settings for autobalance? And how many bots were you using?

@DykeRz
Copy link
Author

DykeRz commented Jul 19, 2023

What are your non-default settings for autobalance? And how many bots were you using?

this is my settings conf autobalance

5-player dungeons

AutoBalance.InflectionPoint=0.5
AutoBalance.InflectionPoint.CurveFloor=0.0
AutoBalance.InflectionPoint.CurveCeiling=1.0
AutoBalance.InflectionPoint.BossModifier=1.0

5-player heroic dungeons

AutoBalance.InflectionPointHeroic=0.5
AutoBalance.InflectionPointHeroic.CurveFloor=0.0
AutoBalance.InflectionPointHeroic.CurveCeiling=1.0
AutoBalance.InflectionPointHeroic.BossModifier=1.0

Default for all raids

AutoBalance.InflectionPointRaid=0.55
AutoBalance.InflectionPointRaid.CurveFloor=0.0
AutoBalance.InflectionPointRaid.CurveCeiling=1.0
AutoBalance.InflectionPointRaid.BossModifier=1.0

Default for all heroic raids

AutoBalance.InflectionPointRaidHeroic=0.53
AutoBalance.InflectionPointRaidHeroic.CurveFloor=0.0
AutoBalance.InflectionPointRaidHeroic.CurveCeiling=1.0
AutoBalance.InflectionPointRaidHeroic.BossModifier=1.5

AutoBalance.InflectionPoint.PerInstance="564 0.35 0.0 1.0, 534 0.35 0.0 1.0, 548 0.35 0.0 1.0, 568 0.35 0.0 1.0, 532 0.35 0.0 1.0, 550 0.35 0.0 1.0, 565 0.35 0.0 1.0, 544 0.35 0.0 1.0, 580 0.35 0.0 1.0"

AutoBalance.RewardScaling.XP = 0

AutoBalance.RewardScaling.Money = 0

this lines what i changed

@DykeRz
Copy link
Author

DykeRz commented Jul 19, 2023

i using 1 bot + 1 player = 2

1 bot for 1 player

@DykeRz
Copy link
Author

DykeRz commented Jul 19, 2023

I want to players can going dungeons only with 1 bot and successfully done dungeons with 1 bot together

@DykeRz
Copy link
Author

DykeRz commented Jul 19, 2023

something is wrong with autobalance, when i turn it off, loot is always there, when i turn it on, there is no loot from bosses

I reinstalled it by default

@DykeRz
Copy link
Author

DykeRz commented Jul 22, 2023

I will donate for resolving its problem

@trickerer
Copy link
Owner

I tested whole dungeon twice with autobalance enabled in group of 1 player + 1 bot and each time I was getting loot from every boss. Most damage was done by the bot.

Autobalance code contains a call to ResetPlayerDamageReq() when hp is adjusted so something must have interfered in your case that prevented boss from hitting loot condition. I see 2 possible reasons:

  1. No damage done to boss by player after last HP adjust.
  2. Most of damage done to boss didn't count as player damage.

If there are no more players on the server and no bots entered or left the map before boss kill to cause autobalance stats update 1st possibility can be struck out.
So probably your bot didn't count as NPCBot.
You may want to use a debugger. Set a breakpoint at about Unit.cpp:L1125 (look for LowerPlayerDamageReq) with attacker != nullptr && attacker->m_uint32Values[3] > 70000 condition and let bot attack something. If damagedByPlayer value is false then therer is something wrong with your DB setup regarding to bots as they count as typical uncontrolled creatures.

@danieldfischer
Copy link

To add some anecdotal evidence I've seen this occur on a server (AzerothCore-wotlk-with-NPCBots] + the forked mod-autobalance) while running dungeons solo, no players or NPCBots.

Looking at the base mod-autobalance repo there was a commit in August that fixed not getting credit for loot. azerothcore/mod-autobalance#145.

That issue was caused by the player leveling up while in the dungeon. Now I can't say for sure this was my issue but I will update the server and test. If it continues to occur I'll spin up a fresh server with minimal mods to see if I can narrow down the issue / rule it out as NPCBot specific.

@trickerer
Copy link
Owner

Should be fixed by now. trickerer/mod-autobalance@b995e3b

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
bug Something isn't working
Projects
None yet
Development

No branches or pull requests

3 participants