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

@@ -16,7 +16,7 @@ float CastTimeMultiplier::GetValue(Action* action)
if (!action->GetTarget() || action->GetTarget() != AI_VALUE(Unit*, "current target"))
return 1.0f;
if (/*targetHealth < sPlayerbotAIConfig->criticalHealth && */ dynamic_cast<CastSpellAction*>(action))
if (/*targetHealth < sPlayerbotAIConfig.criticalHealth && */ dynamic_cast<CastSpellAction*>(action))
{
CastSpellAction* spellAction = dynamic_cast<CastSpellAction*>(action);
uint32 spellId = AI_VALUE2(uint32, "spell id", spellAction->getSpell());

View File

@@ -19,9 +19,9 @@
// uint8 targetHealth = AI_VALUE2(uint8, "health", "current target");
// uint8 mana = AI_VALUE2(uint8, "mana", "self target");
// bool hasMana = AI_VALUE2(bool, "has mana", "self target");
// bool mediumMana = hasMana && mana < sPlayerbotAIConfig->mediumMana;
// bool mediumMana = hasMana && mana < sPlayerbotAIConfig.mediumMana;
// if (health < sPlayerbotAIConfig->lowHealth)
// if (health < sPlayerbotAIConfig.lowHealth)
// return 1.0f;
// Unit* target = AI_VALUE(Unit*, "current target");
@@ -92,7 +92,7 @@
float HealerAutoSaveManaMultiplier::GetValue(Action* action)
{
uint8 mana = bot->GetPowerPct(Powers::POWER_MANA);
if (mana > sPlayerbotAIConfig->saveManaThreshold)
if (mana > sPlayerbotAIConfig.saveManaThreshold)
return 1.0f;
CastHealingSpellAction* healingAction = dynamic_cast<CastHealingSpellAction*>(action);
@@ -110,16 +110,16 @@ float HealerAutoSaveManaMultiplier::GetValue(Action* action)
if (isTank)
{
estAmount /= 1.5; // tanks have more health
if (health >= sPlayerbotAIConfig->mediumHealth &&
if (health >= sPlayerbotAIConfig.mediumHealth &&
(lossAmount < estAmount || manaEfficiency <= HealingManaEfficiency::MEDIUM))
return 0.0f;
if (health >= sPlayerbotAIConfig->lowHealth &&
if (health >= sPlayerbotAIConfig.lowHealth &&
(lossAmount < estAmount || manaEfficiency <= HealingManaEfficiency::LOW))
return 0.0f;
}
else
{
if (health >= sPlayerbotAIConfig->mediumHealth &&
if (health >= sPlayerbotAIConfig.mediumHealth &&
(lossAmount < estAmount || manaEfficiency <= HealingManaEfficiency::MEDIUM))
return 0.0f;
if (lossAmount < estAmount || manaEfficiency <= HealingManaEfficiency::LOW)
@@ -131,4 +131,4 @@ float HealerAutoSaveManaMultiplier::GetValue(Action* action)
void HealerAutoSaveManaStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
multipliers.push_back(new HealerAutoSaveManaMultiplier(botAI));
}
}

View File

@@ -9,7 +9,7 @@
void EmoteStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
if (sPlayerbotAIConfig->randomBotEmote)
if (sPlayerbotAIConfig.randomBotEmote)
{
triggers.push_back(new TriggerNode("often", { NextAction("talk", 1.0f) }));
triggers.push_back(new TriggerNode("seldom", { NextAction("emote", 1.0f) }));
@@ -19,7 +19,7 @@ void EmoteStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
new TriggerNode("receive emote", { NextAction("emote", 10.0f) }));
}
if (sPlayerbotAIConfig->randomBotTalk)
if (sPlayerbotAIConfig.randomBotTalk)
{
triggers.push_back(new TriggerNode(
"often",
@@ -27,7 +27,7 @@ void EmoteStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
NextAction("suggest trade", 3.0f) }));
}
if (sPlayerbotAIConfig->enableGreet)
if (sPlayerbotAIConfig.enableGreet)
triggers.push_back(
new TriggerNode("new player nearby", { NextAction("greet", 1.0f) }));