[CHORE] Util classes format and simple cleanup with generated resources (#2028)

- Did some basic formatting
- Some generated docs
- Cleaned header/impl Helper.css
- Moved PerfMonitor from util to bot/handler/command

Still a freaking mess though, but its a start i guess. Cant ask ppl to
add more or make use of those when its so messy.
This commit is contained in:
bashermens
2026-01-18 00:43:44 +01:00
committed by GitHub
parent 9f54d7e702
commit 6cf7f1aaef
7 changed files with 254 additions and 51 deletions

View File

@@ -5,6 +5,17 @@
#include "Helpers.h"
#include <algorithm>
#include <cctype>
#include <cstdlib>
#include <cstring>
#include <sstream>
#include <string>
#include <vector>
/**
* Case-insensitive substring search.
*/
char* strstri(char const* haystack, char const* needle)
{
if (!*needle)
@@ -16,7 +27,9 @@ char* strstri(char const* haystack, char const* needle)
{
if (tolower(*haystack) == tolower(*needle))
{
char const *h = haystack, *n = needle;
char const* h = haystack;
char const* n = needle;
for (; *h && *n; ++h, ++n)
{
if (tolower(*h) != tolower(*n))
@@ -35,16 +48,67 @@ char* strstri(char const* haystack, char const* needle)
return 0;
}
/**
* Trim whitespace from the left side of a string (in place).
*/
std::string& ltrim(std::string& s)
{
s.erase(s.begin(), std::find_if(s.begin(), s.end(), [](int c) { return !std::isspace(c); }));
return s;
}
/**
* Trim whitespace from the right side of a string (in place).
*/
std::string& rtrim(std::string& s)
{
s.erase(std::find_if(s.rbegin(), s.rend(), [](int c) { return !std::isspace(c); }).base(), s.end());
return s;
}
/**
* Trim whitespace from both ends of a string (in place).
*/
std::string& trim(std::string& s) { return ltrim(rtrim(s)); }
/**
* Split a string using a C-string delimiter.
*/
void split(std::vector<std::string>& dest, std::string const str, char const* delim)
{
char* pTempStr = strdup(str.c_str());
char* pWord = strtok(pTempStr, delim);
while (pWord != nullptr)
{
dest.push_back(pWord);
pWord = strtok(nullptr, delim);
}
free(pTempStr);
}
/**
* Split a string using a single character delimiter.
*/
std::vector<std::string>& split(std::string const s, char delim, std::vector<std::string>& elems)
{
std::stringstream ss(s);
std::string item;
while (getline(ss, item, delim))
{
elems.push_back(item);
}
return elems;
}
/**
* Split a string using a single character delimiter.
*/
std::vector<std::string> split(std::string const s, char delim)
{
std::vector<std::string> elems;
return split(s, delim, elems);
}

View File

@@ -6,50 +6,68 @@
#ifndef _PLAYERBOT_HELPERS_H
#define _PLAYERBOT_HELPERS_H
#include <stdio.h>
#include <string.h>
#include <algorithm>
#include <cctype>
#include <functional>
#include <locale>
#include <map>
#include <sstream>
#include <string>
#include <vector>
#include "Common.h"
/**
* Case-insensitive substring search.
*
* @param haystack The string to search in
* @param needle The substring to search for
* @return Pointer to the first matching position in haystack, or nullptr if not found.
*/
char* strstri(char const* haystack, char const* needle);
void split(std::vector<std::string>& dest, std::string const str, char const* delim)
{
char* pTempStr = strdup(str.c_str());
char* pWord = strtok(pTempStr, delim);
/**
* Trim whitespace from the left side of a string (in place).
*
* @param s The string to trim
* @return Reference to the modified string
*/
std::string& ltrim(std::string& s);
while (pWord != nullptr)
{
dest.push_back(pWord);
pWord = strtok(nullptr, delim);
}
/**
* Trim whitespace from the right side of a string (in place).
*
* @param s The string to trim
* @return Reference to the modified string
*/
std::string& rtrim(std::string& s);
free(pTempStr);
}
/**
* Trim whitespace from both ends of a string (in place).
*
* @param s The string to trim
* @return Reference to the modified string
*/
std::string& trim(std::string& s);
std::vector<std::string>& split(std::string const s, char delim, std::vector<std::string>& elems)
{
std::stringstream ss(s);
std::string item;
/**
* Split a string using a C-string delimiter.
*
* @param dest Vector to store split tokens
* @param str String to split
* @param delim C-string delimiter
*/
void split(std::vector<std::string>& dest, std::string const str, char const* delim);
while (getline(ss, item, delim))
{
elems.push_back(item);
}
/**
* Split a string using a single character delimiter.
*
* @param s String to split
* @param delim Delimiter character
* @param elems Vector to store split tokens
* @return Reference to the vector containing tokens
*/
std::vector<std::string>& split(std::string const s, char delim, std::vector<std::string>& elems);
return elems;
}
std::vector<std::string> split(std::string const s, char delim)
{
std::vector<std::string> elems;
return split(s, delim, elems);
}
/**
* Split a string using a single character delimiter.
*
* @param s String to split
* @param delim Delimiter character
* @return Vector containing split tokens
*/
std::vector<std::string> split(std::string const s, char delim);
#endif

View File

@@ -6,16 +6,45 @@
#ifndef _PLAYERBOT_LAZYCALCULATEDVALUE_H
#define _PLAYERBOT_LAZYCALCULATEDVALUE_H
/**
* @brief Lazy calculation helper.
*
* Stores a function pointer (calculator) and its owner instance, and
* calculates the value only when it is requested for the first time.
* The result is cached until Reset() is called.
*
* @tparam TValue Type of the calculated value.
* @tparam TOwner Type of the owner class containing the calculator function.
*/
template <class TValue, class TOwner>
class LazyCalculatedValue
{
public:
/**
* @brief Type of the calculator function.
*
* This is a pointer to a member function of TOwner returning TValue.
*/
typedef TValue (TOwner::*Calculator)();
public:
/**
* @brief Constructor.
*
* @param owner Pointer to the owner object.
* @param calculator Pointer to the member function used to calculate the value.
*/
LazyCalculatedValue(TOwner* owner, Calculator calculator) : calculator(calculator), owner(owner) { Reset(); }
public:
/**
* @brief Get the cached value or calculate it if needed.
*
* If the value has not been calculated yet, it calls the calculator
* on the owner and caches the result.
*
* @return TValue The calculated or cached value.
*/
TValue GetValue()
{
if (!calculated)
@@ -27,13 +56,19 @@ public:
return value;
}
/**
* @brief Reset the cached state.
*
* After calling Reset(), the next call to GetValue() will recalculate
* the value again.
*/
void Reset() { calculated = false; }
protected:
Calculator calculator;
TOwner* owner;
bool calculated;
TValue value;
Calculator calculator; ///< Pointer to calculator member function
TOwner* owner; ///< Owner instance
bool calculated; ///< Whether value has already been calculated
TValue value; ///< Cached value
};
#endif

View File

@@ -45,11 +45,13 @@ void ServerFacade::SetFacingTo(Player* bot, WorldObject* wo, bool force)
return;
float angle = bot->GetAngle(wo);
// if (!force && bot->isMoving())
// bot->SetFacingTo(bot->GetAngle(wo));
// else
// {
bot->SetOrientation(angle);
if (!bot->IsRooted())
bot->SendMovementFlagUpdate();
// }
@@ -64,16 +66,14 @@ Unit* ServerFacade::GetChaseTarget(Unit* target)
{
return static_cast<ChaseMovementGenerator<Player> const*>(movementGen)->GetTarget();
}
else
{
return static_cast<ChaseMovementGenerator<Creature> const*>(movementGen)->GetTarget();
}
return static_cast<ChaseMovementGenerator<Creature> const*>(movementGen)->GetTarget();
}
return nullptr;
}
void ServerFacade::SendPacket(Player *player, WorldPacket *packet)
void ServerFacade::SendPacket(Player* player, WorldPacket* packet)
{
return player->GetSession()->SendPacket(packet);
player->GetSession()->SendPacket(packet);
}

View File

@@ -13,11 +13,24 @@ class Unit;
class WorldObject;
class WorldPacket;
/**
* @brief Provides a simplified interface to server engine operations.
*
* ServerFacade acts as a wrapper around common server functions used by
* the Playerbot system. It centralizes utility methods for distance
* calculations, facing, chase target retrieval, and packet sending.
*/
class ServerFacade
{
public:
ServerFacade(){};
virtual ~ServerFacade(){};
ServerFacade() {}
virtual ~ServerFacade() {}
/**
* @brief Get singleton instance.
*
* @return ServerFacade* Pointer to the singleton instance.
*/
static ServerFacade* instance()
{
static ServerFacade instance;
@@ -25,19 +38,92 @@ public:
}
public:
/**
* @brief Get 2D distance between a unit and a world object.
*
* The result is rounded to one decimal place.
*
* @param unit Source unit.
* @param wo Target world object.
* @return float Distance in yards.
*/
float GetDistance2d(Unit* unit, WorldObject* wo);
/**
* @brief Get 2D distance between a unit and coordinates.
*
* The result is rounded to one decimal place.
*
* @param unit Source unit.
* @param x Target X coordinate.
* @param y Target Y coordinate.
* @return float Distance in yards.
*/
float GetDistance2d(Unit* unit, float x, float y);
/**
* @brief Compare two distances.
*
* @param dist1 First distance.
* @param dist2 Second distance.
* @return true if dist1 < dist2.
*/
bool IsDistanceLessThan(float dist1, float dist2);
/**
* @brief Compare two distances.
*
* @param dist1 First distance.
* @param dist2 Second distance.
* @return true if dist1 > dist2.
*/
bool IsDistanceGreaterThan(float dist1, float dist2);
/**
* @brief Compare two distances.
*
* @param dist1 First distance.
* @param dist2 Second distance.
* @return true if dist1 >= dist2.
*/
bool IsDistanceGreaterOrEqualThan(float dist1, float dist2);
/**
* @brief Compare two distances.
*
* @param dist1 First distance.
* @param dist2 Second distance.
* @return true if dist1 <= dist2.
*/
bool IsDistanceLessOrEqualThan(float dist1, float dist2);
/**
* @brief Set bot facing towards a world object.
*
* @param bot Player bot to rotate.
* @param wo Target world object.
* @param force If true, force facing even while moving.
*/
void SetFacingTo(Player* bot, WorldObject* wo, bool force = false);
/**
* @brief Get the current chase target of a unit.
*
* @param target Unit that is chasing.
* @return Unit* The chase target, or nullptr if not chasing.
*/
Unit* GetChaseTarget(Unit* target);
void SendPacket(Player *player, WorldPacket* packet);
/**
* @brief Send a raw packet to a player.
*
* @param player Player to receive the packet.
* @param packet Packet to send.
*/
void SendPacket(Player* player, WorldPacket* packet);
};
/** Global singleton accessor. */
#define sServerFacade ServerFacade::instance()
#endif