mirror of
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:
@@ -31,7 +31,7 @@ bool InviteToGroupAction::Invite(Player* inviter, Player* player)
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if (!group->isRaidGroup() && group->GetMembersCount() > 4)
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{
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auto convertOp = std::make_unique<GroupConvertToRaidOperation>(inviter->GetGUID());
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sPlayerbotWorldProcessor->QueueOperation(std::move(convertOp));
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PlayerbotWorldThreadProcessor::instance().QueueOperation(std::move(convertOp));
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}
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}
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@@ -62,7 +62,7 @@ bool InviteNearbyToGroupAction::Execute(Event event)
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if (player->GetGroup())
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continue;
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if (!sPlayerbotAIConfig->randomBotInvitePlayer && GET_PLAYERBOT_AI(player)->IsRealPlayer())
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if (!sPlayerbotAIConfig.randomBotInvitePlayer && GET_PLAYERBOT_AI(player)->IsRealPlayer())
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continue;
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Group* group = bot->GetGroup();
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@@ -88,7 +88,7 @@ bool InviteNearbyToGroupAction::Execute(Event event)
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if (abs(int32(player->GetLevel() - bot->GetLevel())) > 2)
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continue;
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if (sServerFacade->GetDistance2d(bot, player) > sPlayerbotAIConfig->sightDistance)
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if (ServerFacade::instance().GetDistance2d(bot, player) > sPlayerbotAIConfig.sightDistance)
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continue;
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// When inviting the 5th member of the group convert to raid for future invites.
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@@ -96,19 +96,19 @@ bool InviteNearbyToGroupAction::Execute(Event event)
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bot->GetGroup()->GetMembersCount() > 3)
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{
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auto convertOp = std::make_unique<GroupConvertToRaidOperation>(bot->GetGUID());
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sPlayerbotWorldProcessor->QueueOperation(std::move(convertOp));
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PlayerbotWorldThreadProcessor::instance().QueueOperation(std::move(convertOp));
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}
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if (sPlayerbotAIConfig->inviteChat && sRandomPlayerbotMgr->IsRandomBot(bot))
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if (sPlayerbotAIConfig.inviteChat && sRandomPlayerbotMgr.IsRandomBot(bot))
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{
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std::map<std::string, std::string> placeholders;
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placeholders["%player"] = player->GetName();
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if (group && group->isRaidGroup())
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bot->Say(BOT_TEXT2("join_raid", placeholders),
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bot->Say(PlayerbotTextMgr::instance().GetBotText("join_raid", placeholders),
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(bot->GetTeamId() == TEAM_ALLIANCE ? LANG_COMMON : LANG_ORCISH));
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else
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bot->Say(BOT_TEXT2("join_group", placeholders),
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bot->Say(PlayerbotTextMgr::instance().GetBotText("join_group", placeholders),
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(bot->GetTeamId() == TEAM_ALLIANCE ? LANG_COMMON : LANG_ORCISH));
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}
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@@ -120,7 +120,7 @@ bool InviteNearbyToGroupAction::Execute(Event event)
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bool InviteNearbyToGroupAction::isUseful()
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{
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if (!sPlayerbotAIConfig->randomBotGroupNearby)
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if (!sPlayerbotAIConfig.randomBotGroupNearby)
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return false;
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if (bot->InBattleground())
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@@ -186,7 +186,7 @@ bool InviteGuildToGroupAction::Execute(Event event)
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if (player->isDND())
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continue;
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if (!sPlayerbotAIConfig->randomBotInvitePlayer && GET_PLAYERBOT_AI(player)->IsRealPlayer())
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if (!sPlayerbotAIConfig.randomBotInvitePlayer && GET_PLAYERBOT_AI(player)->IsRealPlayer())
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continue;
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if (player->IsBeingTeleported())
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@@ -221,7 +221,7 @@ bool InviteGuildToGroupAction::Execute(Event event)
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player->GetLevel() + 5) // Do not invite members that too low level or risk dragging them to deadly places.
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continue;
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if (!playerAi && sServerFacade->GetDistance2d(bot, player) > sPlayerbotAIConfig->sightDistance)
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if (!playerAi && ServerFacade::instance().GetDistance2d(bot, player) > sPlayerbotAIConfig.sightDistance)
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continue;
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Group* group = bot->GetGroup();
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@@ -230,11 +230,11 @@ bool InviteGuildToGroupAction::Execute(Event event)
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bot->GetGroup()->GetMembersCount() > 3)
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{
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auto convertOp = std::make_unique<GroupConvertToRaidOperation>(bot->GetGUID());
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sPlayerbotWorldProcessor->QueueOperation(std::move(convertOp));
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PlayerbotWorldThreadProcessor::instance().QueueOperation(std::move(convertOp));
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}
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if (sPlayerbotAIConfig->inviteChat &&
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(sRandomPlayerbotMgr->IsRandomBot(bot) || !botAI->HasActivePlayerMaster()))
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if (sPlayerbotAIConfig.inviteChat &&
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(sRandomPlayerbotMgr.IsRandomBot(bot) || !botAI->HasActivePlayerMaster()))
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{
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BroadcastHelper::BroadcastGuildGroupOrRaidInvite(botAI, bot, player, group);
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}
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@@ -373,7 +373,7 @@ bool LfgAction::Execute(Event event)
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else
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{
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auto convertOp = std::make_unique<GroupConvertToRaidOperation>(requester->GetGUID());
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sPlayerbotWorldProcessor->QueueOperation(std::move(convertOp));
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PlayerbotWorldThreadProcessor::instance().QueueOperation(std::move(convertOp));
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}
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}
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