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https://github.com/mod-playerbots/mod-playerbots.git
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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:
@@ -16,66 +16,68 @@ public:
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creators["obliterate"] = &obliterate;
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creators["howling blast"] = &howling_blast;
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creators["frost strike"] = &frost_strike;
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// creators["chains of ice"] = &chains_of_ice;
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creators["rune strike"] = &rune_strike;
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// creators["icy clutch"] = &icy_clutch;
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// creators["horn of winter"] = &horn_of_winter;
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// creators["killing machine"] = &killing_machine;
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// creators["frost presence"] = &frost_presence;
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// creators["deathchill"] = &deathchill;
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// creators["icebound fortitude"] = &icebound_fortitude;
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// creators["mind freeze"] = &mind_freeze;
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// creators["hungering cold"] = &hungering_cold;
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creators["unbreakable armor"] = &unbreakable_armor;
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// creators["improved icy talons"] = &improved_icy_talons;
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}
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private:
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static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("icy touch",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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return new ActionNode(
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"icy touch",
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/*P*/ { NextAction("blood presence") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("obliterate",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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return new ActionNode(
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"obliterate",
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/*P*/ { NextAction("blood presence") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rune strike",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*C*/ nullptr);
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return new ActionNode(
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"rune strike",
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/*P*/ { NextAction("blood presence") },
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/*A*/ { NextAction("melee") },
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/*C*/ {}
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);
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}
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static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("frost strike",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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return new ActionNode(
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"frost strike",
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/*P*/ { NextAction("blood presence") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("howling blast",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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return new ActionNode(
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"howling blast",
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/*P*/ { NextAction("blood presence") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* unbreakable_armor([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("unbreakable armor",
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/*P*/ NextAction::array(0, new NextAction("blood tap"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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return new ActionNode(
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"unbreakable armor",
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/*P*/ { NextAction("blood tap") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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};
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@@ -84,41 +86,84 @@ FrostDKStrategy::FrostDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
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actionNodeFactories.Add(new FrostDKStrategyActionNodeFactory());
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}
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NextAction** FrostDKStrategy::getDefaultActions()
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std::vector<NextAction> FrostDKStrategy::getDefaultActions()
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{
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return NextAction::array(
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0, new NextAction("obliterate", ACTION_DEFAULT + 0.7f),
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new NextAction("frost strike", ACTION_DEFAULT + 0.4f),
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new NextAction("empower rune weapon", ACTION_DEFAULT + 0.3f),
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new NextAction("horn of winter", ACTION_DEFAULT + 0.1f), new NextAction("melee", ACTION_DEFAULT), NULL);
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return {
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NextAction("obliterate", ACTION_DEFAULT + 0.7f),
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NextAction("frost strike", ACTION_DEFAULT + 0.4f),
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NextAction("empower rune weapon", ACTION_DEFAULT + 0.3f),
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NextAction("horn of winter", ACTION_DEFAULT + 0.1f),
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NextAction("melee", ACTION_DEFAULT)
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};
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}
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void FrostDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDKStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode(
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"unbreakable armor", NextAction::array(0, new NextAction("unbreakable armor", ACTION_DEFAULT + 0.6f), nullptr)));
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triggers.push_back(new TriggerNode(
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"freezing fog", NextAction::array(0, new NextAction("howling blast", ACTION_DEFAULT + 0.5f), nullptr)));
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triggers.push_back(new TriggerNode(
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"high blood rune", NextAction::array(0, new NextAction("blood strike", ACTION_DEFAULT + 0.2f), nullptr)));
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triggers.push_back(new TriggerNode(
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"army of the dead", NextAction::array(0, new NextAction("army of the dead", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(
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new TriggerNode(
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"unbreakable armor",
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{
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NextAction("unbreakable armor", ACTION_DEFAULT + 0.6f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode("icy touch", NextAction::array(0, new NextAction("icy touch", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"plague strike", NextAction::array(0, new NextAction("plague strike", ACTION_HIGH + 2), nullptr)));
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// triggers.push_back(new TriggerNode("empower rune weapon", NextAction::array(0, new NextAction("empower rune
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// weapon", ACTION_NORMAL + 4), nullptr)));
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new TriggerNode(
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"freezing fog",
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{
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NextAction("howling blast", ACTION_DEFAULT + 0.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"high blood rune",
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{
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NextAction("blood strike", ACTION_DEFAULT + 0.2f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"army of the dead",
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{
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NextAction("army of the dead", ACTION_HIGH + 6)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"icy touch",
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{
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NextAction("icy touch", ACTION_HIGH + 2)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"plague strike",
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{
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NextAction("plague strike", ACTION_HIGH + 2)
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}
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)
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);
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}
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void FrostDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("medium aoe", NextAction::array(0, new NextAction("howling blast", ACTION_HIGH + 4), nullptr)));
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new TriggerNode(
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"medium aoe",
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{
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NextAction("howling blast", ACTION_HIGH + 4)
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}
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)
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);
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}
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