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

@@ -61,7 +61,7 @@ bool GoAction::Execute(Event event)
else
{
botAI->TellMasterNoFacing("Clearing travel target");
target->setTarget(sTravelMgr->nullTravelDestination, sTravelMgr->nullWorldPosition);
target->setTarget(TravelMgr::instance().nullTravelDestination, TravelMgr::instance().nullWorldPosition);
target->setForced(false);
return true;
}
@@ -75,8 +75,8 @@ bool GoAction::Execute(Event event)
if (GameObject* go = botAI->GetGameObject(guid))
if (go->isSpawned())
{
if (sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(bot, go),
sPlayerbotAIConfig->reactDistance))
if (ServerFacade::instance().IsDistanceGreaterThan(ServerFacade::instance().GetDistance2d(bot, go),
sPlayerbotAIConfig.reactDistance))
{
botAI->TellError("It is too far away");
return false;
@@ -86,7 +86,7 @@ bool GoAction::Execute(Event event)
out << "Moving to " << ChatHelper::FormatGameobject(go);
botAI->TellMasterNoFacing(out.str());
return MoveNear(bot->GetMapId(), go->GetPositionX(), go->GetPositionY(), go->GetPositionZ() + 0.5f,
sPlayerbotAIConfig->followDistance);
sPlayerbotAIConfig.followDistance);
}
}
return false;
@@ -106,7 +106,7 @@ bool GoAction::Execute(Event event)
out << "Moving to " << unit->GetName();
botAI->TellMasterNoFacing(out.str());
return MoveNear(bot->GetMapId(), unit->GetPositionX(), unit->GetPositionY(),
unit->GetPositionZ() + 0.5f, sPlayerbotAIConfig->followDistance);
unit->GetPositionZ() + 0.5f, sPlayerbotAIConfig.followDistance);
}
}
@@ -176,8 +176,8 @@ bool GoAction::Execute(Event event)
float z = bot->GetPositionZ();
bot->UpdateAllowedPositionZ(x, y, z);
if (sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(bot, x, y),
sPlayerbotAIConfig->reactDistance))
if (ServerFacade::instance().IsDistanceGreaterThan(ServerFacade::instance().GetDistance2d(bot, x, y),
sPlayerbotAIConfig.reactDistance))
{
botAI->TellMaster("It is too far away");
return false;
@@ -203,14 +203,14 @@ bool GoAction::Execute(Event event)
out << "Moving to " << x1 << "," << y1;
botAI->TellMasterNoFacing(out.str());
return MoveNear(bot->GetMapId(), x, y, z + 0.5f, sPlayerbotAIConfig->followDistance);
return MoveNear(bot->GetMapId(), x, y, z + 0.5f, sPlayerbotAIConfig.followDistance);
}
PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[param];
if (pos.isSet())
{
if (sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(bot, pos.x, pos.y),
sPlayerbotAIConfig->reactDistance))
if (ServerFacade::instance().IsDistanceGreaterThan(ServerFacade::instance().GetDistance2d(bot, pos.x, pos.y),
sPlayerbotAIConfig.reactDistance))
{
botAI->TellError("It is too far away");
return false;
@@ -219,7 +219,7 @@ bool GoAction::Execute(Event event)
std::ostringstream out;
out << "Moving to position " << param;
botAI->TellMasterNoFacing(out.str());
return MoveNear(bot->GetMapId(), pos.x, pos.y, pos.z + 0.5f, sPlayerbotAIConfig->followDistance);
return MoveNear(bot->GetMapId(), pos.x, pos.y, pos.z + 0.5f, sPlayerbotAIConfig.followDistance);
}
botAI->TellMaster("Whisper 'go x,y', 'go [game object]', 'go unit' or 'go position' and I will go there");