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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:
@@ -44,7 +44,7 @@ bool FollowAction::Execute(Event event)
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// botAI->PetFollow();
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// }
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// if (moved)
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// botAI->SetNextCheckDelay(sPlayerbotAIConfig->reactDelay);
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// botAI->SetNextCheckDelay(sPlayerbotAIConfig.reactDelay);
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return moved;
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}
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@@ -98,9 +98,9 @@ bool FollowAction::isUseful()
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distance = bot->GetDistance(loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
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}
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if (botAI->HasStrategy("master fishing", BOT_STATE_NON_COMBAT))
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return sServerFacade->IsDistanceGreaterThan(distance, sPlayerbotAIConfig->fishingDistanceFromMaster);
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return ServerFacade::instance().IsDistanceGreaterThan(distance, sPlayerbotAIConfig.fishingDistanceFromMaster);
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return sServerFacade->IsDistanceGreaterThan(distance, formation->GetMaxDistance());
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return ServerFacade::instance().IsDistanceGreaterThan(distance, formation->GetMaxDistance());
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}
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bool FollowAction::CanDeadFollow(Unit* target)
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@@ -130,7 +130,7 @@ bool FleeToGroupLeaderAction::Execute(Event event)
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WorldPosition bosPos(bot);
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float distance = bosPos.fDist(targetPos);
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if (distance < sPlayerbotAIConfig->reactDistance * 3)
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if (distance < sPlayerbotAIConfig.reactDistance * 3)
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{
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if (!urand(0, 3))
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botAI->TellMaster("I am close, wait for me!");
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