mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-16 10:20:27 +00:00
NextAction refactoring to eliminate sentinel arrays and pointers (#1923)
<!-- > [!WARNING] > **This is a DRAFT PR.** > The structure is not definitive. The code might not be optimised yet. It might not even start nor compile yet. > **Don't panic. ✋ It's going to be ok. 👌 We can make modifications, we can fix things.** 😁 --> # Description This PR aims to refactor the NextAction declaration to achieve two goals: ## Eliminate C-style sentinel arrays Currently, a double pointer (`NextAction**`) approach is being used. This an old pre-C++11 (< 2011) trick before `std::vector<>` became a thing. This approach is painful for developers because they constantly need to declare their `NextAction` arrays as: ```cpp NextAction::array(0, new NextAction("foo", 1.0f), nullptr) ``` Instead of: ```cpp { new NextAction("foo", 1.0f) } ``` The first argument of `NextAction::array` is actually a hack. It is used to have a named argument so `va_args` can find the remaining arguments. It is set to 0 everywhere but in fact does nothing. This is very confusing to people unfamiliar with this antiquated syntax. The last argument `nullptr` is what we call a sentinel. It's a `nullptr` because `va_args` is looking for a `nullptr` to stop iterating. It's also a hack and also leads to confusion. ## Eliminate unnecessary pointers for `NextAction` Pointers can be used for several reasons, to cite a few: - Indicate strong, absolute identity. - Provide strong but transferable ownership (unlike references). - When a null value is acceptable (`nullptr`). - When copy is expensive. `NextAction` meets none of these criteria: - It has no identity because it is purely behavioural. - It is never owned by anything as it is passed around and never fetched from a registry. - The only situations where it can be `nullptr` are errors that should in fact throw an `std::invalid_argument` instead. - They are extremely small objects that embark a single `std::string` and a single `float`. Pointers should be avoided when not strictly necessary because they can quickly lead to undefined behaviour due to unhandled `nullptr` situations. They also make the syntax heavier due to the necessity to constantly check for `nullptr`. Finally, they aren't even good for performance in that situation because shifting a pointer so many times is likely more expensive than copying such a trivial object. # End goal The end goal is to declare `NextAction` arrays this way: ```cpp { NextAction("foo", 1.0f) } ``` > [!NOTE] > Additional note: `NextAction` is nothing but a hacky proxy to an `Action` constructor. This should eventually be reworked to use handles instead of strings. This would make copying `NextAction` even cheaper and remove the need for the extremely heavy stringly typed current approach. Stringly typed entities are a known anti-pattern so we need to move on from those.
This commit is contained in:
@@ -11,39 +11,40 @@
|
||||
#include "SpellInfo.h"
|
||||
#include "SpellMgr.h"
|
||||
|
||||
NextAction** CastDeathchillAction::getPrerequisites()
|
||||
std::vector<NextAction> CastDeathchillAction::getPrerequisites()
|
||||
{
|
||||
return NextAction::merge(NextAction::array(0, new NextAction("frost presence"), nullptr),
|
||||
return NextAction::merge({ NextAction("frost presence") },
|
||||
CastSpellAction::getPrerequisites());
|
||||
}
|
||||
|
||||
NextAction** CastUnholyMeleeSpellAction::getPrerequisites()
|
||||
std::vector<NextAction> CastUnholyMeleeSpellAction::getPrerequisites()
|
||||
{
|
||||
return NextAction::merge(NextAction::array(0, new NextAction("unholy presence"), nullptr),
|
||||
return NextAction::merge({ NextAction("unholy presence") },
|
||||
CastMeleeSpellAction::getPrerequisites());
|
||||
}
|
||||
|
||||
NextAction** CastFrostMeleeSpellAction::getPrerequisites()
|
||||
std::vector<NextAction> CastFrostMeleeSpellAction::getPrerequisites()
|
||||
{
|
||||
return NextAction::merge(NextAction::array(0, new NextAction("frost presence"), nullptr),
|
||||
return NextAction::merge({ NextAction("frost presence") },
|
||||
CastMeleeSpellAction::getPrerequisites());
|
||||
}
|
||||
|
||||
NextAction** CastBloodMeleeSpellAction::getPrerequisites()
|
||||
std::vector<NextAction> CastBloodMeleeSpellAction::getPrerequisites()
|
||||
{
|
||||
return NextAction::merge(NextAction::array(0, new NextAction("blood presence"), nullptr),
|
||||
return NextAction::merge({ NextAction("blood presence") },
|
||||
CastMeleeSpellAction::getPrerequisites());
|
||||
}
|
||||
|
||||
bool CastRaiseDeadAction::Execute(Event event)
|
||||
{
|
||||
bool result = CastBuffSpellAction::Execute(event);
|
||||
const bool result = CastBuffSpellAction::Execute(event);
|
||||
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
|
||||
// SpellInfo const *spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
||||
|
||||
const uint32_t spellId = AI_VALUE2(uint32_t, "spell id", spell);
|
||||
|
||||
bot->AddSpellCooldown(spellId, 0, 3 * 60 * 1000);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user