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

@@ -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) }));