Rename groupmaster to groupleader and related variables. (#1875)

Fix the naming conventions. 
Master should be reserved to identify a bots Master. 
groupleaders are not necessarily group masters and it should be clear
what the bot is looking for. (In most solo cases leader=master)
This commit is contained in:
Keleborn
2025-12-03 04:25:01 -08:00
committed by GitHub
parent 38e2d8584b
commit 52c3e96641
29 changed files with 101 additions and 101 deletions

View File

@@ -62,7 +62,7 @@ class MeleeFormation : public FollowFormation
public:
MeleeFormation(PlayerbotAI* botAI) : FollowFormation(botAI, "melee") {}
std::string const GetTargetName() override { return "master target"; }
std::string const GetTargetName() override { return "group leader"; }
};
class QueueFormation : public FollowFormation

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@@ -3,8 +3,8 @@
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "MasterTargetValue.h"
#include "GroupLeaderValue.h"
#include "Playerbots.h"
Unit* MasterTargetValue::Calculate() { return botAI->GetGroupMaster(); }
Unit* GroupLeaderValue::Calculate() { return botAI->GetGroupLeader(); }

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@@ -3,18 +3,18 @@
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_MASTERTARGETVALUE_H
#define _PLAYERBOT_MASTERTARGETVALUE_H
#ifndef _PLAYERBOT_GROUPLEADERVALUE_H
#define _PLAYERBOT_GROUPLEADERVALUE_H
#include "Value.h"
class PlayerbotAI;
class Unit;
class MasterTargetValue : public UnitCalculatedValue
class GroupLeaderValue : public UnitCalculatedValue
{
public:
MasterTargetValue(PlayerbotAI* botAI, std::string const name = "master target") : UnitCalculatedValue(botAI, name)
GroupLeaderValue(PlayerbotAI* botAI, std::string const name = "group leader") : UnitCalculatedValue(botAI, name)
{
}

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@@ -28,7 +28,7 @@ GuidVector GroupMembersValue::Calculate()
bool IsFollowingPartyValue::Calculate()
{
if (botAI->GetGroupMaster() == bot)
if (botAI->GetGroupLeader() == bot)
return true;
if (botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
@@ -39,15 +39,15 @@ bool IsFollowingPartyValue::Calculate()
bool IsNearLeaderValue::Calculate()
{
Player* groupMaster = botAI->GetGroupMaster();
Player* groupLeader = botAI->GetGroupLeader();
if (!groupMaster)
if (!groupLeader)
return false;
if (groupMaster == bot)
if (groupLeader == bot)
return true;
return sServerFacade->GetDistance2d(bot, botAI->GetGroupMaster()) < sPlayerbotAIConfig->sightDistance;
return sServerFacade->GetDistance2d(bot, botAI->GetGroupLeader()) < sPlayerbotAIConfig->sightDistance;
}
bool BoolANDValue::Calculate()
@@ -154,8 +154,8 @@ bool GroupReadyValue::Calculate()
// We only wait for members that are in range otherwise we might be waiting for bots stuck in dead loops
// forever.
if (botAI->GetGroupMaster() &&
sServerFacade->GetDistance2d(member, botAI->GetGroupMaster()) > sPlayerbotAIConfig->sightDistance)
if (botAI->GetGroupLeader() &&
sServerFacade->GetDistance2d(member, botAI->GetGroupLeader()) > sPlayerbotAIConfig->sightDistance)
continue;
if (member->GetHealthPct() < sPlayerbotAIConfig->almostFullHealth)

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@@ -30,6 +30,7 @@
#include "Formations.h"
#include "GrindTargetValue.h"
#include "GroupValues.h"
#include "GroupLeaderValue.h"
#include "GuildValues.h"
#include "HasAvailableLootValue.h"
#include "HasTotemValue.h"
@@ -51,7 +52,6 @@
#include "LootStrategyValue.h"
#include "MaintenanceValues.h"
#include "ManaSaveLevelValue.h"
#include "MasterTargetValue.h"
#include "NearestAdsValue.h"
#include "NearestCorpsesValue.h"
#include "NearestFriendlyPlayersValue.h"
@@ -130,7 +130,7 @@ public:
creators["party member to resurrect"] = &ValueContext::party_member_to_resurrect;
creators["current target"] = &ValueContext::current_target;
creators["self target"] = &ValueContext::self_target;
creators["master target"] = &ValueContext::master;
creators["group leader"] = &ValueContext::group_leader;
creators["line target"] = &ValueContext::line_target;
creators["tank target"] = &ValueContext::tank_target;
creators["dps target"] = &ValueContext::dps_target;
@@ -439,7 +439,7 @@ private:
static UntypedValue* current_target(PlayerbotAI* botAI) { return new CurrentTargetValue(botAI); }
static UntypedValue* old_target(PlayerbotAI* botAI) { return new CurrentTargetValue(botAI); }
static UntypedValue* self_target(PlayerbotAI* botAI) { return new SelfTargetValue(botAI); }
static UntypedValue* master(PlayerbotAI* botAI) { return new MasterTargetValue(botAI); }
static UntypedValue* group_leader(PlayerbotAI* botAI) { return new GroupLeaderValue(botAI); }
static UntypedValue* line_target(PlayerbotAI* botAI) { return new LineTargetValue(botAI); }
static UntypedValue* tank_target(PlayerbotAI* botAI) { return new TankTargetValue(botAI); }
static UntypedValue* dps_target(PlayerbotAI* botAI) { return new DpsTargetValue(botAI); }