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https://github.com/mod-playerbots/mod-playerbots.git
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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:
@@ -88,7 +88,7 @@ void EmoteActionBase::InitEmotes()
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bool EmoteActionBase::Emote(Unit* target, uint32 type, bool textEmote)
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{
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if (target && !bot->HasInArc(static_cast<float>(M_PI), target, sPlayerbotAIConfig->sightDistance))
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if (target && !bot->HasInArc(static_cast<float>(M_PI), target, sPlayerbotAIConfig.sightDistance))
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bot->SetFacingToObject(target);
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ObjectGuid oldSelection = bot->GetTarget();
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@@ -100,7 +100,7 @@ bool EmoteActionBase::Emote(Unit* target, uint32 type, bool textEmote)
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if (player)
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{
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PlayerbotAI* playerBotAI = GET_PLAYERBOT_AI(player);
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if (playerBotAI && !player->HasInArc(static_cast<float>(M_PI), bot, sPlayerbotAIConfig->sightDistance))
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if (playerBotAI && !player->HasInArc(static_cast<float>(M_PI), bot, sPlayerbotAIConfig.sightDistance))
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{
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player->SetFacingToObject(bot);
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}
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@@ -133,7 +133,7 @@ Unit* EmoteActionBase::GetTarget()
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for (GuidVector::iterator i = nfp.begin(); i != nfp.end(); ++i)
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{
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Unit* unit = botAI->GetUnit(*i);
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if (unit && sServerFacade->GetDistance2d(bot, unit) < sPlayerbotAIConfig->tooCloseDistance)
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if (unit && ServerFacade::instance().GetDistance2d(bot, unit) < sPlayerbotAIConfig.tooCloseDistance)
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targets.push_back(unit);
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}
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@@ -618,8 +618,8 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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break;
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}
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if (source && !bot->isMoving() && !bot->HasInArc(static_cast<float>(M_PI), source, sPlayerbotAIConfig->farDistance))
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sServerFacade->SetFacingTo(bot, source);
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if (source && !bot->isMoving() && !bot->HasInArc(static_cast<float>(M_PI), source, sPlayerbotAIConfig.farDistance))
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ServerFacade::instance().SetFacingTo(bot, source);
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if (verbal)
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{
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@@ -689,7 +689,7 @@ bool EmoteAction::Execute(Event event)
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p >> emoteId >> source;
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pSource = ObjectAccessor::FindPlayer(source);
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if (pSource && pSource != bot && sServerFacade->GetDistance2d(bot, pSource) < sPlayerbotAIConfig->farDistance &&
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if (pSource && pSource != bot && ServerFacade::instance().GetDistance2d(bot, pSource) < sPlayerbotAIConfig.farDistance &&
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emoteId != EMOTE_ONESHOT_NONE)
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{
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if ((pSource->GetGUID() != bot->GetGUID()) &&
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@@ -737,7 +737,7 @@ bool EmoteAction::Execute(Event event)
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// time_t lastEmote = AI_VALUE2(time_t, "last emote", qualifier); //not used, line marked for removal.
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botAI->GetAiObjectContext()
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->GetValue<time_t>("last emote", qualifier)
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->Set(time(nullptr) + urand(1000, sPlayerbotAIConfig->repeatDelay) / 1000);
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->Set(time(nullptr) + urand(1000, sPlayerbotAIConfig.repeatDelay) / 1000);
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param = qualifier;
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}
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