920 lines
24 KiB
Markdown
920 lines
24 KiB
Markdown
# PlayerBot Game Systems - Implementation Diagrams
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## Comprehensive UML and Sequence Diagrams
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## 1. Class Hierarchy Diagram
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```mermaid
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classDiagram
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%% Base Classes
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class SystemManager {
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<<abstract>>
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#Player* m_bot
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#BotAI* m_ai
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#bool m_enabled
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#uint32 m_updateInterval
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#uint32 m_timeSinceLastUpdate
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+Initialize() void
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+Update(uint32 diff) void
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+Reset() void
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+Shutdown() void
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+GetCPUUsage() float
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+GetMemoryUsage() size_t
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+GetUpdatePriority() uint32
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+IsEnabled() bool
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+SetEnabled(bool) void
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}
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class BotAI {
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-Player* m_bot
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-BotAIState m_state
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-unique_ptr~QuestManager~ m_questManager
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-unique_ptr~InventoryManager~ m_inventoryManager
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-unique_ptr~TradeManager~ m_tradeManager
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-unique_ptr~AuctionManager~ m_auctionManager
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-unique_ptr~SystemCoordinator~ m_systemCoordinator
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+UpdateAI(uint32 diff) void
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+InitializeGameSystems() void
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+UpdateGameSystems(uint32 diff) void
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+GetQuestManager() QuestManager*
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+GetInventoryManager() InventoryManager*
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+GetTradeManager() TradeManager*
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+GetAuctionManager() AuctionManager*
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}
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%% Quest System
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class QuestManager {
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-QuestPhase m_currentPhase
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-uint32 m_phaseTimer
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-QuestCache m_cache
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-unique_ptr~QuestStrategy~ m_strategy
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-Metrics m_metrics
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+CanAcceptQuest(uint32) bool
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+AcceptQuest(uint32) bool
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+CompleteQuest(uint32) bool
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+TurnInQuest(uint32) bool
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+SelectBestQuest(vector~uint32~) uint32
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+CalculateQuestPriority(Quest*) float
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+GetActiveQuests() vector~uint32~
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+GetCompletableQuests() vector~uint32~
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+UpdateQuestCache() void
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}
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class QuestStrategy {
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<<abstract>>
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+EvaluateQuest(Quest*) float
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+SelectQuests(vector~Quest*~) vector~Quest*~
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+GetPriorityFactors() PriorityFactors
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}
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class OptimalQuestStrategy {
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+EvaluateQuest(Quest*) float
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+CalculateEfficiency(Quest*) float
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+CalculateGroupBonus(Quest*) float
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}
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class GroupQuestStrategy {
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+EvaluateQuest(Quest*) float
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+GetGroupQuests() vector~uint32~
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+SyncWithGroup() void
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}
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%% Inventory System
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class InventoryManager {
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-InventoryTask m_currentTask
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-uint32 m_taskTimer
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-ItemCache m_cache
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-unique_ptr~LootManager~ m_lootManager
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-unique_ptr~EquipmentOptimizer~ m_equipmentOptimizer
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-Metrics m_metrics
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+HasSpace(uint32) bool
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+GetFreeSlots() uint32
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+SortInventory() bool
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+OptimizeBags() bool
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+EquipItem(Item*) bool
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+HandleLoot(Loot*) void
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+OptimizeEquipment() bool
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+CalculateGearScore() float
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}
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class LootManager {
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-LootPolicy m_policy
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-priority_queue~LootItem~ m_lootQueue
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+EvaluateLoot(Loot*) void
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+DistributeLoot() void
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+CalculateItemValue(Item*) float
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+ShouldLoot(LootItem) bool
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}
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class EquipmentOptimizer {
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-StatWeights m_statWeights
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-SimulationCache m_simCache
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+OptimizeGear(Player*) void
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+CalculateStatValue(Item*) float
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+SimulateUpgrade(Item*) float
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+GetBestInSlot(uint8) Item*
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}
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%% Trade System
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class TradeManager {
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-TradeState m_currentState
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-Player* m_tradePartner
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-TradeData m_tradeData
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-unique_ptr~TradePolicy~ m_policy
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-TradeHistory m_history
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+InitiateTrade(Player*) bool
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+AcceptTradeRequest(Player*) bool
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+AddItemToTrade(Item*, uint8) bool
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+AcceptTrade() bool
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+CancelTrade() bool
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+CanTradeWith(Player*) bool
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+IsFairTrade() bool
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+DistributeLoot(vector~Item*~) void
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}
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class TradePolicy {
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<<abstract>>
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-SecurityLevel m_securityLevel
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+ValidateTrade(TradeData) bool
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+CanTradeItem(Item*) bool
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+CanTradeWithPlayer(Player*) bool
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}
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class GroupTradePolicy {
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+ValidateTrade(TradeData) bool
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+GetGroupMembers() vector~Player*~
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+ShareConsumables() void
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}
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%% Auction System
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class AuctionManager {
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-AuctionPhase m_currentPhase
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-unique_ptr~AuctionStrategy~ m_strategy
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-unique_ptr~PriceAnalyzer~ m_priceAnalyzer
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-AuctionCache m_cache
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-ActiveAuctions m_activeAuctions
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+CreateAuction(Item*, uint32, uint32, uint32) bool
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+BidOnAuction(uint32, uint32) bool
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+SearchAuctions(ItemTemplate*) vector~AuctionEntry*~
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+CalculateMarketPrice(uint32) uint32
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+CalculatePriceTrend(uint32) float
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+UpdateMarketData() void
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}
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class AuctionStrategy {
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<<abstract>>
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+CalculateBidPrice(AuctionEntry*) uint32
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+CalculateSellPrice(Item*) uint32
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+ShouldBuy(AuctionEntry*) bool
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+ShouldSell(Item*) bool
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}
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class MarketAuctionStrategy {
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-MarketData m_marketData
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+AnalyzeMarket() void
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+FindArbitrage() vector~uint32~
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+PredictPrice(uint32) uint32
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}
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class PriceAnalyzer {
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-PriceHistory m_history
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-TrendData m_trends
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+RecordPrice(uint32, uint32) void
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+CalculateTrend(uint32) float
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+GetAveragePrice(uint32) uint32
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+DetectAnomalies() vector~uint32~
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}
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%% System Coordinator
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class SystemCoordinator {
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-BotAI* m_ai
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-CPUBudget m_cpuBudget
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-vector~SystemUpdateInfo~ m_systems
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+Update(uint32 diff) void
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+ProcessCriticalSystems(uint32) void
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+ProcessHighPrioritySystems(uint32) void
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+ProcessNormalPrioritySystems(uint32) void
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+ProcessLowPrioritySystems(uint32) void
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+ProcessIdleSystems(uint32) void
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+HasCPUBudget(UpdatePriority) bool
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+RecordSystemUpdate(SystemManager*, duration) void
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}
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%% Relationships
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SystemManager <|-- QuestManager
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SystemManager <|-- InventoryManager
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SystemManager <|-- TradeManager
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SystemManager <|-- AuctionManager
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BotAI *-- QuestManager : owns
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BotAI *-- InventoryManager : owns
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BotAI *-- TradeManager : owns
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BotAI *-- AuctionManager : owns
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BotAI *-- SystemCoordinator : owns
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QuestManager *-- QuestStrategy : uses
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QuestStrategy <|-- OptimalQuestStrategy
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QuestStrategy <|-- GroupQuestStrategy
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InventoryManager *-- LootManager : owns
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InventoryManager *-- EquipmentOptimizer : owns
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TradeManager *-- TradePolicy : uses
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TradePolicy <|-- GroupTradePolicy
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AuctionManager *-- AuctionStrategy : uses
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AuctionManager *-- PriceAnalyzer : owns
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AuctionStrategy <|-- MarketAuctionStrategy
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SystemCoordinator --> SystemManager : manages
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```
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## 2. Component Interaction Diagram
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```mermaid
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graph TB
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subgraph "Bot AI Core"
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AI[BotAI]
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SC[SystemCoordinator]
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PM[PerformanceManager]
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end
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subgraph "Game Systems"
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QM[QuestManager]
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IM[InventoryManager]
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TM[TradeManager]
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AM[AuctionManager]
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end
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subgraph "Support Components"
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QS[QuestStrategy]
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LM[LootManager]
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EO[EquipmentOptimizer]
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TP[TradePolicy]
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AS[AuctionStrategy]
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PA[PriceAnalyzer]
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end
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subgraph "Caching Layer"
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QC[QuestCache]
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IC[ItemCache]
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AC[AuctionCache]
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GC[GlobalCache]
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end
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subgraph "TrinityCore APIs"
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Player[Player API]
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Quest[Quest API]
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Item[Item API]
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AH[AuctionHouse API]
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end
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AI --> SC
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SC --> PM
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SC --> QM
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SC --> IM
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SC --> TM
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SC --> AM
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QM --> QS
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QM --> QC
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IM --> LM
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IM --> EO
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IM --> IC
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TM --> TP
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AM --> AS
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AM --> PA
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AM --> AC
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QC --> GC
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IC --> GC
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AC --> GC
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QM --> Player
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QM --> Quest
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IM --> Player
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IM --> Item
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TM --> Player
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AM --> Player
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AM --> AH
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```
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## 3. Quest System Sequence Diagram
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```mermaid
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sequenceDiagram
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participant Bot as BotAI
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participant SC as SystemCoordinator
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participant QM as QuestManager
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participant QS as QuestStrategy
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participant QC as QuestCache
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participant NPC as QuestGiver NPC
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participant P as Player API
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Bot->>SC: UpdateGameSystems(diff)
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SC->>SC: Check CPU Budget
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SC->>QM: Update(diff)
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alt Quest Scanning Phase
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QM->>QM: ProcessScanningPhase()
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QM->>P: GetNearbyGameObjects()
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QM->>NPC: GetAvailableQuests()
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QM->>QC: GetCachedQuestData()
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QM->>QS: SelectBestQuest(quests)
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QS->>QS: EvaluateQuests()
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QS-->>QM: Return best quest ID
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end
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alt Quest Accepting Phase
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QM->>P: MoveToNPC(questGiver)
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QM->>P: InteractWithNPC()
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QM->>P: AcceptQuest(questId)
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P-->>QM: Quest accepted
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QM->>QC: UpdateCache()
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QM->>QM: Update metrics
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end
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alt Quest Progressing Phase
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QM->>P: GetQuestStatus(questId)
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QM->>QM: CheckObjectives()
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QM->>Bot: Request movement/combat
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Bot-->>QM: Objective progress
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QM->>QC: UpdateProgress()
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end
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alt Quest Completing Phase
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QM->>QM: ProcessCompletingPhase()
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QM->>P: GetCompletableQuests()
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QM->>P: MoveToNPC(questGiver)
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QM->>P: CompleteQuest(questId)
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P-->>QM: Rewards received
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QM->>QC: InvalidateQuest()
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QM->>QM: Update metrics
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end
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QM-->>SC: Update complete
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SC-->>Bot: Systems updated
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```
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## 4. Inventory System Sequence Diagram
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```mermaid
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sequenceDiagram
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participant Bot as BotAI
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participant IM as InventoryManager
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participant LM as LootManager
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participant EO as EquipmentOptimizer
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participant IC as ItemCache
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participant P as Player API
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Bot->>IM: Update(diff)
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alt Loot Handling
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IM->>P: GetNearbyLoot()
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IM->>LM: EvaluateLoot(loot)
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LM->>LM: CalculateItemValues()
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LM->>LM: SortByPriority()
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LM-->>IM: Loot decisions
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loop For each item
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IM->>P: CanLootItem(item)
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alt Can loot
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IM->>P: LootItem(item)
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P-->>IM: Item looted
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IM->>IC: UpdateCache(item)
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else Inventory full
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IM->>IM: TriggerBagOptimization()
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IM->>P: DestroyItem(lowValueItem)
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IM->>P: LootItem(item)
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end
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end
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end
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alt Equipment Optimization
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IM->>EO: OptimizeEquipment()
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EO->>P: GetEquippedItems()
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EO->>IC: GetCachedStats()
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EO->>EO: CalculateStatWeights()
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EO->>EO: SimulateUpgrades()
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EO-->>IM: Equipment changes
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loop For each upgrade
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IM->>P: CanEquipItem(item)
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IM->>P: EquipItem(item)
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P-->>IM: Item equipped
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IM->>IC: UpdateEquipmentCache()
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end
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end
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alt Inventory Management
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IM->>P: GetBagContents()
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IM->>IM: IdentifyJunkItems()
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IM->>P: FindNearestVendor()
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alt Vendor nearby
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IM->>P: MoveToVendor()
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loop For each junk item
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IM->>P: SellItem(item)
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P-->>IM: Item sold
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end
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end
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IM->>P: SortBags()
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IM->>IC: UpdateFullCache()
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end
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IM-->>Bot: Update complete
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```
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## 5. Trade System Sequence Diagram
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```mermaid
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sequenceDiagram
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participant Bot1 as Bot (Initiator)
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participant TM1 as TradeManager1
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participant TP as TradePolicy
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participant P1 as Player1 API
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participant P2 as Player2 API
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participant TM2 as TradeManager2
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participant Bot2 as Bot (Recipient)
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Bot1->>TM1: InitiateTrade(target)
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TM1->>TP: CanTradeWith(target)
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TP->>TP: CheckPolicy()
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TP-->>TM1: Allowed
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TM1->>P1: SendTradeRequest(target)
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P1->>P2: Trade request
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P2->>TM2: OnTradeRequest(from)
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TM2->>TP: ValidateRequest(from)
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TP-->>TM2: Valid
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TM2->>Bot2: NotifyTradeRequest()
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Bot2->>TM2: AcceptTrade()
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TM2->>P2: AcceptTradeRequest()
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P2-->>P1: Trade accepted
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P1-->>TM1: Trade window opened
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par Trade Setup
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TM1->>TM1: SelectItemsToTrade()
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TM1->>P1: AddItemToTrade(item, slot)
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P1-->>P2: Item added notification
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and
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TM2->>TM2: SelectItemsToTrade()
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TM2->>P2: AddItemToTrade(item, slot)
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P2-->>P1: Item added notification
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end
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TM1->>TP: ValidateTrade(tradeData)
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TP->>TP: CheckFairness()
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TP->>TP: CheckSecurity()
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TP-->>TM1: Trade valid
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TM1->>P1: AcceptTrade()
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P1-->>P2: Trade accepted by P1
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TM2->>TP: ValidateTrade(tradeData)
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TP-->>TM2: Trade valid
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TM2->>P2: AcceptTrade()
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P2-->>P1: Trade accepted by P2
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P1->>P1: CompleteTrade()
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P2->>P2: CompleteTrade()
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P1-->>TM1: Trade completed
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P2-->>TM2: Trade completed
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TM1->>TM1: RecordTradeHistory()
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TM2->>TM2: RecordTradeHistory()
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```
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## 6. Auction System Sequence Diagram
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```mermaid
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sequenceDiagram
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participant Bot as BotAI
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participant AM as AuctionManager
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participant AS as AuctionStrategy
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participant PA as PriceAnalyzer
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participant AC as AuctionCache
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participant AH as AuctionHouse API
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participant P as Player API
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Bot->>AM: Update(diff)
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alt Market Scanning Phase
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AM->>AM: ProcessScanningPhase()
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AM->>P: MoveToAuctioneer()
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AM->>AH: GetAllAuctions()
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AH-->>AM: Auction list
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AM->>PA: UpdateMarketData(auctions)
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PA->>PA: CalculatePrices()
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PA->>PA: AnalyzeTrends()
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PA-->>AM: Market analysis
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AM->>AC: UpdateCache(marketData)
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AM->>AS: IdentifyOpportunities()
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AS->>AS: FindArbitrage()
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AS-->>AM: Profitable items
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end
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alt Buying Phase
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AM->>AS: SelectAuctionsToBuy()
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AS->>AC: GetMarketPrices()
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AS->>AS: EvaluateProfitability()
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AS-->>AM: Buy list
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loop For each auction
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AM->>AS: CalculateBidPrice(auction)
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AS-->>AM: Bid amount
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AM->>P: HasGold(amount)
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alt Has gold
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AM->>AH: PlaceBid(auctionId, amount)
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AH-->>AM: Bid placed
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AM->>AC: RecordBid(auctionId)
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else Try buyout
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AM->>AS: ShouldBuyout(auction)
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AS-->>AM: Decision
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alt Should buyout
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AM->>AH: BuyoutAuction(auctionId)
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AH-->>AM: Item purchased
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end
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end
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end
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end
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alt Selling Phase
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AM->>P: GetInventory()
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AM->>AS: SelectItemsToSell(items)
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AS->>PA: GetPriceTrends()
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AS->>AS: CalculateProfitability()
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AS-->>AM: Sell list
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loop For each item
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AM->>AS: CalculateSellPrice(item)
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AS->>PA: GetMarketPrice(itemId)
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AS->>AS: ApplyUndercutStrategy()
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AS-->>AM: Prices (bid, buyout)
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AM->>AH: CreateAuction(item, bid, buyout, duration)
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AH-->>AM: Auction created
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AM->>AC: RecordAuction(auctionId)
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end
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end
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alt Collection Phase
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AM->>P: CheckMailbox()
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P-->>AM: Mail items
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AM->>AM: CollectSoldItems()
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AM->>AM: CollectExpiredAuctions()
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AM->>PA: RecordSales()
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AM->>AM: UpdateMetrics()
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end
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AM-->>Bot: Update complete
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```
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## 7. System Coordination Flow Diagram
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```mermaid
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flowchart TD
|
|
Start([Bot Update Tick])
|
|
|
|
Start --> CheckState{Check Bot State}
|
|
|
|
CheckState -->|Combat| CombatPriority[Process Combat Systems Only]
|
|
CheckState -->|Non-Combat| SystemCoordinator[System Coordinator Update]
|
|
|
|
SystemCoordinator --> UpdateBudget[Update CPU Budget]
|
|
UpdateBudget --> CheckBudget{CPU Budget Available?}
|
|
|
|
CheckBudget -->|No| Throttle[Throttle Updates]
|
|
CheckBudget -->|Yes| PriorityQueue[Process Priority Queue]
|
|
|
|
PriorityQueue --> Critical[Critical Systems<br/>Movement, Targeting]
|
|
Critical --> CheckBudget2{Budget OK?}
|
|
|
|
CheckBudget2 -->|Yes| High[High Priority<br/>Combat Support]
|
|
CheckBudget2 -->|No| EndFrame
|
|
|
|
High --> CheckBudget3{Budget OK?}
|
|
|
|
CheckBudget3 -->|Yes| Normal[Normal Priority<br/>Quest, Inventory]
|
|
CheckBudget3 -->|No| EndFrame
|
|
|
|
Normal --> QuestUpdate{Quest Update Due?}
|
|
QuestUpdate -->|Yes| UpdateQuest[Update Quest Manager]
|
|
QuestUpdate -->|No| InvUpdate{Inventory Update Due?}
|
|
|
|
UpdateQuest --> InvUpdate
|
|
|
|
InvUpdate -->|Yes| UpdateInv[Update Inventory Manager]
|
|
InvUpdate -->|No| CheckBudget4{Budget OK?}
|
|
|
|
UpdateInv --> CheckBudget4
|
|
|
|
CheckBudget4 -->|Yes| Low[Low Priority<br/>Trade, Social]
|
|
CheckBudget4 -->|No| EndFrame
|
|
|
|
Low --> TradeUpdate{Trade Active?}
|
|
TradeUpdate -->|Yes| UpdateTrade[Update Trade Manager]
|
|
TradeUpdate -->|No| CheckBudget5{Budget OK?}
|
|
|
|
UpdateTrade --> CheckBudget5
|
|
|
|
CheckBudget5 -->|Yes| Idle[Idle Priority<br/>Auction, Analysis]
|
|
CheckBudget5 -->|No| EndFrame
|
|
|
|
Idle --> AuctionUpdate{Auction Update Due?}
|
|
AuctionUpdate -->|Yes| UpdateAuction[Update Auction Manager]
|
|
AuctionUpdate -->|No| EndFrame
|
|
|
|
UpdateAuction --> EndFrame
|
|
|
|
CombatPriority --> EndFrame
|
|
Throttle --> EndFrame
|
|
|
|
EndFrame([End Frame])
|
|
EndFrame --> Metrics[Update Performance Metrics]
|
|
Metrics --> Start
|
|
```
|
|
|
|
## 8. Memory Management Architecture
|
|
|
|
```mermaid
|
|
graph TB
|
|
subgraph "Per-Bot Memory (6.5MB per bot)"
|
|
BM[Bot Memory<br/>Base: 1MB]
|
|
QMM[Quest Memory<br/>2MB]
|
|
IMM[Inventory Memory<br/>3MB]
|
|
TMM[Trade Memory<br/>0.5MB]
|
|
AMM[Auction Memory<br/>1MB<br/>Shared cache references]
|
|
end
|
|
|
|
subgraph "Shared Memory Pools"
|
|
QP[Quest Pool<br/>10K quests<br/>50MB total]
|
|
IP[Item Pool<br/>20K items<br/>100MB total]
|
|
AP[Auction Pool<br/>100K entries<br/>500MB total]
|
|
end
|
|
|
|
subgraph "Cache Hierarchy"
|
|
L1[L1 Cache<br/>Per-bot hot data<br/>100KB]
|
|
L2[L2 Cache<br/>Shared frequent data<br/>10MB]
|
|
L3[L3 Cache<br/>Global cold data<br/>100MB]
|
|
end
|
|
|
|
subgraph "Object Pools"
|
|
QOP[Quest Objects<br/>Pre-allocated: 1000]
|
|
IOP[Item Objects<br/>Pre-allocated: 5000]
|
|
TOP[Trade Objects<br/>Pre-allocated: 100]
|
|
AOP[Auction Objects<br/>Pre-allocated: 10000]
|
|
end
|
|
|
|
BM --> QMM
|
|
BM --> IMM
|
|
BM --> TMM
|
|
BM --> AMM
|
|
|
|
QMM --> L1
|
|
IMM --> L1
|
|
TMM --> L1
|
|
AMM --> L1
|
|
|
|
L1 --> L2
|
|
L2 --> L3
|
|
|
|
L2 --> QP
|
|
L2 --> IP
|
|
L2 --> AP
|
|
|
|
QOP --> QP
|
|
IOP --> IP
|
|
TOP --> TMM
|
|
AOP --> AP
|
|
```
|
|
|
|
## 9. Error Handling State Machine
|
|
|
|
```mermaid
|
|
stateDiagram-v2
|
|
[*] --> Normal: System Start
|
|
|
|
Normal --> Error: Error Detected
|
|
Error --> Retry: Retryable Error
|
|
Error --> Recover: Recoverable Error
|
|
Error --> Degrade: Critical Error
|
|
|
|
Retry --> Normal: Success
|
|
Retry --> Backoff: Failed Retry
|
|
|
|
Backoff --> Retry: After Delay
|
|
Backoff --> CircuitOpen: Max Retries
|
|
|
|
CircuitOpen --> HalfOpen: Timeout
|
|
HalfOpen --> Normal: Test Success
|
|
HalfOpen --> CircuitOpen: Test Failed
|
|
|
|
Recover --> Normal: Recovery Success
|
|
Recover --> Degrade: Recovery Failed
|
|
|
|
Degrade --> Disabled: System Failure
|
|
Disabled --> [*]: Shutdown
|
|
|
|
state Normal {
|
|
[*] --> Operating
|
|
Operating --> Monitoring
|
|
Monitoring --> Operating
|
|
}
|
|
|
|
state Error {
|
|
[*] --> Identifying
|
|
Identifying --> Categorizing
|
|
Categorizing --> Handling
|
|
}
|
|
|
|
state Retry {
|
|
[*] --> Attempting
|
|
Attempting --> Validating
|
|
}
|
|
|
|
state Recover {
|
|
[*] --> Analyzing
|
|
Analyzing --> Fixing
|
|
Fixing --> Testing
|
|
}
|
|
|
|
state Degrade {
|
|
[*] --> ReducingLoad
|
|
ReducingLoad --> MinimalMode
|
|
}
|
|
```
|
|
|
|
## 10. Performance Monitoring Dashboard
|
|
|
|
```mermaid
|
|
graph LR
|
|
subgraph "Real-time Metrics"
|
|
CPU[CPU Usage<br/>Target: <10%]
|
|
MEM[Memory Usage<br/>Target: <10MB/bot]
|
|
LAT[Update Latency<br/>Target: <10ms]
|
|
TPS[Updates/sec<br/>Target: >1000]
|
|
end
|
|
|
|
subgraph "System Metrics"
|
|
QM_M[Quest Manager<br/>CPU: 0.02%<br/>Mem: 2MB]
|
|
IM_M[Inventory Manager<br/>CPU: 0.03%<br/>Mem: 3MB]
|
|
TM_M[Trade Manager<br/>CPU: 0.01%<br/>Mem: 0.5MB]
|
|
AM_M[Auction Manager<br/>CPU: 0.005%<br/>Mem: 1MB]
|
|
end
|
|
|
|
subgraph "Aggregate Stats"
|
|
TOTAL[Total CPU: 3.25%<br/>Total Mem: 32.5GB<br/>Active Bots: 5000]
|
|
HEALTH[System Health<br/>Status: GREEN]
|
|
end
|
|
|
|
CPU --> QM_M
|
|
CPU --> IM_M
|
|
CPU --> TM_M
|
|
CPU --> AM_M
|
|
|
|
MEM --> QM_M
|
|
MEM --> IM_M
|
|
MEM --> TM_M
|
|
MEM --> AM_M
|
|
|
|
QM_M --> TOTAL
|
|
IM_M --> TOTAL
|
|
TM_M --> TOTAL
|
|
AM_M --> TOTAL
|
|
|
|
TOTAL --> HEALTH
|
|
```
|
|
|
|
## 11. Database Access Pattern
|
|
|
|
```mermaid
|
|
sequenceDiagram
|
|
participant Bot as Bot System
|
|
participant Cache as Cache Layer
|
|
participant Pool as Connection Pool
|
|
participant DB as Database
|
|
|
|
Bot->>Cache: Request Data
|
|
|
|
alt Cache Hit
|
|
Cache-->>Bot: Return Cached Data
|
|
else Cache Miss
|
|
Cache->>Pool: Get Connection
|
|
Pool->>Pool: Check Available
|
|
|
|
alt Connection Available
|
|
Pool-->>Cache: Connection
|
|
else Create New
|
|
Pool->>DB: Create Connection
|
|
DB-->>Pool: New Connection
|
|
Pool-->>Cache: Connection
|
|
end
|
|
|
|
Cache->>DB: Execute Query
|
|
DB-->>Cache: Query Result
|
|
|
|
Cache->>Cache: Update Cache
|
|
Cache->>Pool: Return Connection
|
|
Pool->>Pool: Add to Pool
|
|
|
|
Cache-->>Bot: Return Data
|
|
end
|
|
|
|
Note over Cache: Async write-back every 30s
|
|
|
|
loop Write-back
|
|
Cache->>Pool: Get Connection
|
|
Pool-->>Cache: Connection
|
|
Cache->>DB: Batch Update
|
|
DB-->>Cache: Success
|
|
Cache->>Pool: Return Connection
|
|
end
|
|
```
|
|
|
|
## 12. Integration Test Workflow
|
|
|
|
```mermaid
|
|
flowchart TD
|
|
Start([Start Integration Test])
|
|
|
|
Start --> Setup[Setup Test Environment]
|
|
Setup --> Spawn[Spawn Test Bots<br/>100, 500, 1000, 5000]
|
|
|
|
Spawn --> Phase1[Phase 1: Individual Systems]
|
|
|
|
Phase1 --> TestQuest[Test Quest System]
|
|
TestQuest --> QuestMetrics[Measure:<br/>- Quest acceptance rate<br/>- Completion time<br/>- CPU usage]
|
|
|
|
QuestMetrics --> TestInv[Test Inventory System]
|
|
TestInv --> InvMetrics[Measure:<br/>- Loot handling speed<br/>- Equipment optimization<br/>- Memory usage]
|
|
|
|
InvMetrics --> TestTrade[Test Trade System]
|
|
TestTrade --> TradeMetrics[Measure:<br/>- Trade completion rate<br/>- Security validation<br/>- Latency]
|
|
|
|
TradeMetrics --> TestAuction[Test Auction System]
|
|
TestAuction --> AuctionMetrics[Measure:<br/>- Market scan time<br/>- Bid success rate<br/>- Cache efficiency]
|
|
|
|
AuctionMetrics --> Phase2[Phase 2: System Integration]
|
|
|
|
Phase2 --> TestCombined[Run All Systems Together]
|
|
TestCombined --> CombinedMetrics[Measure:<br/>- Total CPU usage<br/>- Memory footprint<br/>- Update coordination]
|
|
|
|
CombinedMetrics --> Phase3[Phase 3: Stress Testing]
|
|
|
|
Phase3 --> StressTest[5000 Bot Stress Test]
|
|
StressTest --> StressMetrics[Measure:<br/>- System stability<br/>- Performance degradation<br/>- Error rates]
|
|
|
|
StressMetrics --> Phase4[Phase 4: Failure Testing]
|
|
|
|
Phase4 --> FailureTest[Inject Failures]
|
|
FailureTest --> Recovery[Test Recovery:<br/>- Error handling<br/>- Circuit breakers<br/>- Graceful degradation]
|
|
|
|
Recovery --> Validation{All Tests Pass?}
|
|
|
|
Validation -->|Yes| Report[Generate Report]
|
|
Validation -->|No| Debug[Debug Failures]
|
|
|
|
Debug --> Fix[Fix Issues]
|
|
Fix --> Phase1
|
|
|
|
Report --> Complete([Testing Complete])
|
|
```
|
|
|
|
## Implementation Notes
|
|
|
|
### Critical Success Factors
|
|
|
|
1. **Performance Optimization**
|
|
- Aggressive caching at all levels
|
|
- Object pooling for frequent allocations
|
|
- Lock-free data structures where possible
|
|
- Batch database operations
|
|
|
|
2. **Scalability Design**
|
|
- Linear scaling to 5000+ bots
|
|
- Shared immutable data structures
|
|
- Per-bot memory isolation
|
|
- CPU budget enforcement
|
|
|
|
3. **Error Resilience**
|
|
- Comprehensive error handling
|
|
- Circuit breaker patterns
|
|
- Graceful degradation
|
|
- Automatic recovery mechanisms
|
|
|
|
4. **Testing Strategy**
|
|
- Unit tests for each component
|
|
- Integration tests for system interactions
|
|
- Stress tests for 5000 bot scenarios
|
|
- Failure injection testing
|
|
|
|
5. **Monitoring & Metrics**
|
|
- Real-time performance tracking
|
|
- System health monitoring
|
|
- Automatic alerting on degradation
|
|
- Detailed logging for debugging
|
|
|
|
These diagrams provide a comprehensive view of the system architecture, interactions, and implementation details necessary for building the enterprise-grade PlayerBot game system integration. |