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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:
@@ -16,7 +16,7 @@ float CastTimeMultiplier::GetValue(Action* action)
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if (!action->GetTarget() || action->GetTarget() != AI_VALUE(Unit*, "current target"))
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return 1.0f;
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if (/*targetHealth < sPlayerbotAIConfig->criticalHealth && */ dynamic_cast<CastSpellAction*>(action))
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if (/*targetHealth < sPlayerbotAIConfig.criticalHealth && */ dynamic_cast<CastSpellAction*>(action))
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{
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CastSpellAction* spellAction = dynamic_cast<CastSpellAction*>(action);
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uint32 spellId = AI_VALUE2(uint32, "spell id", spellAction->getSpell());
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@@ -19,9 +19,9 @@
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// uint8 targetHealth = AI_VALUE2(uint8, "health", "current target");
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// uint8 mana = AI_VALUE2(uint8, "mana", "self target");
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// bool hasMana = AI_VALUE2(bool, "has mana", "self target");
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// bool mediumMana = hasMana && mana < sPlayerbotAIConfig->mediumMana;
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// bool mediumMana = hasMana && mana < sPlayerbotAIConfig.mediumMana;
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// if (health < sPlayerbotAIConfig->lowHealth)
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// if (health < sPlayerbotAIConfig.lowHealth)
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// return 1.0f;
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// Unit* target = AI_VALUE(Unit*, "current target");
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@@ -92,7 +92,7 @@
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float HealerAutoSaveManaMultiplier::GetValue(Action* action)
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{
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uint8 mana = bot->GetPowerPct(Powers::POWER_MANA);
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if (mana > sPlayerbotAIConfig->saveManaThreshold)
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if (mana > sPlayerbotAIConfig.saveManaThreshold)
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return 1.0f;
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CastHealingSpellAction* healingAction = dynamic_cast<CastHealingSpellAction*>(action);
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@@ -110,16 +110,16 @@ float HealerAutoSaveManaMultiplier::GetValue(Action* action)
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if (isTank)
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{
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estAmount /= 1.5; // tanks have more health
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if (health >= sPlayerbotAIConfig->mediumHealth &&
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if (health >= sPlayerbotAIConfig.mediumHealth &&
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(lossAmount < estAmount || manaEfficiency <= HealingManaEfficiency::MEDIUM))
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return 0.0f;
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if (health >= sPlayerbotAIConfig->lowHealth &&
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if (health >= sPlayerbotAIConfig.lowHealth &&
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(lossAmount < estAmount || manaEfficiency <= HealingManaEfficiency::LOW))
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return 0.0f;
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}
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else
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{
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if (health >= sPlayerbotAIConfig->mediumHealth &&
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if (health >= sPlayerbotAIConfig.mediumHealth &&
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(lossAmount < estAmount || manaEfficiency <= HealingManaEfficiency::MEDIUM))
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return 0.0f;
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if (lossAmount < estAmount || manaEfficiency <= HealingManaEfficiency::LOW)
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@@ -131,4 +131,4 @@ float HealerAutoSaveManaMultiplier::GetValue(Action* action)
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void HealerAutoSaveManaStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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{
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multipliers.push_back(new HealerAutoSaveManaMultiplier(botAI));
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}
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}
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@@ -9,7 +9,7 @@
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void EmoteStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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if (sPlayerbotAIConfig->randomBotEmote)
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if (sPlayerbotAIConfig.randomBotEmote)
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{
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triggers.push_back(new TriggerNode("often", { NextAction("talk", 1.0f) }));
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triggers.push_back(new TriggerNode("seldom", { NextAction("emote", 1.0f) }));
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@@ -19,7 +19,7 @@ void EmoteStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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new TriggerNode("receive emote", { NextAction("emote", 10.0f) }));
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}
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if (sPlayerbotAIConfig->randomBotTalk)
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if (sPlayerbotAIConfig.randomBotTalk)
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{
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triggers.push_back(new TriggerNode(
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"often",
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@@ -27,7 +27,7 @@ void EmoteStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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NextAction("suggest trade", 3.0f) }));
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}
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if (sPlayerbotAIConfig->enableGreet)
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if (sPlayerbotAIConfig.enableGreet)
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triggers.push_back(
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new TriggerNode("new player nearby", { NextAction("greet", 1.0f) }));
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