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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>
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@@ -16,13 +16,13 @@ uint8 AoeHealValue::Calculate()
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float range = 0;
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if (qualifier == "low")
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range = sPlayerbotAIConfig->lowHealth;
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range = sPlayerbotAIConfig.lowHealth;
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else if (qualifier == "medium")
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range = sPlayerbotAIConfig->mediumHealth;
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range = sPlayerbotAIConfig.mediumHealth;
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else if (qualifier == "critical")
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range = sPlayerbotAIConfig->criticalHealth;
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range = sPlayerbotAIConfig.criticalHealth;
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else if (qualifier == "almost full")
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range = sPlayerbotAIConfig->almostFullHealth;
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range = sPlayerbotAIConfig.almostFullHealth;
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uint8 count = 0;
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Group::MemberSlotList const& groupSlot = group->GetMemberSlots();
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@@ -32,7 +32,7 @@ uint8 AoeHealValue::Calculate()
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if (!player || !player->IsAlive())
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continue;
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if (player->GetDistance(bot) >= sPlayerbotAIConfig->sightDistance)
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if (player->GetDistance(bot) >= sPlayerbotAIConfig.sightDistance)
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continue;
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float percent = (static_cast<float>(player->GetHealth()) / player->GetMaxHealth()) * 100;
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