Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)

# Pull Request

- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )

Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---

## Complexity & Impact

- Does this change add new decision branches?
    - [x] No
    - [ ] Yes (**explain below**)

- Does this change increase per-bot or per-tick processing?
    - [x] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [x] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [x] No
    - [ ] Yes (**explain below**)
---

## Final Checklist

- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
This commit is contained in:
bashermens
2026-01-30 21:49:37 +01:00
committed by GitHub
parent a92886032c
commit 13fff46fa0
233 changed files with 2460 additions and 2354 deletions

View File

@@ -248,7 +248,7 @@ bool ChooseRpgTargetAction::Execute(Event event)
}
std::mt19937 gen(time(0));
sTravelMgr->weighted_shuffle(guidps.begin(), guidps.end(), relevances.begin(), relevances.end(), gen);
TravelMgr::instance().weighted_shuffle(guidps.begin(), guidps.end(), relevances.begin(), relevances.end(), gen);
GuidPosition guidP(guidps.front());
if (!guidP)
@@ -279,7 +279,7 @@ bool ChooseRpgTargetAction::isUseful()
GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
if (guidP && guidP.distance(bot) < sPlayerbotAIConfig->reactDistance * 2)
if (guidP && guidP.distance(bot) < sPlayerbotAIConfig.reactDistance * 2)
return false;
// TravelTarget* travelTarget = AI_VALUE(TravelTarget*, "travel target"); //not used, line marked for removal.
@@ -330,7 +330,7 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
return true;
if (bot->GetDistance(groupLeader) > sPlayerbotAIConfig->rpgDistance * 2)
if (bot->GetDistance(groupLeader) > sPlayerbotAIConfig.rpgDistance * 2)
return false;
Formation* formation = AI_VALUE(Formation*, "formation");
@@ -340,7 +340,7 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
{
Player* player = groupLeader;
if (groupLeader && !groupLeader->isMoving() ||
PAI_VALUE(WorldPosition, "last long move").distance(pos) < sPlayerbotAIConfig->reactDistance)
PAI_VALUE(WorldPosition, "last long move").distance(pos) < sPlayerbotAIConfig.reactDistance)
return true;
}