mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 00:58:33 +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:
@@ -20,17 +20,17 @@ private:
|
||||
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("bone shield",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("horn of winter",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
};
|
||||
|
||||
@@ -44,19 +44,18 @@ void GenericDKNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
|
||||
NonCombatStrategy::InitTriggers(triggers);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("no pet", NextAction::array(0, new NextAction("raise dead", ACTION_NORMAL + 1), nullptr)));
|
||||
new TriggerNode("no pet", { NextAction("raise dead", ACTION_NORMAL + 1) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("horn of winter", NextAction::array(0, new NextAction("horn of winter", 21.0f), nullptr)));
|
||||
new TriggerNode("horn of winter", { NextAction("horn of winter", 21.0f) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("bone shield", NextAction::array(0, new NextAction("bone shield", 21.0f), nullptr)));
|
||||
new TriggerNode("bone shield", { NextAction("bone shield", 21.0f) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), NULL)));
|
||||
new TriggerNode("has pet", { NextAction("toggle pet spell", 60.0f) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), NULL)));
|
||||
new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
|
||||
}
|
||||
|
||||
void DKBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
// triggers.push_back(new TriggerNode("improved icy talons", NextAction::array(0, new NextAction("improved icy
|
||||
// talons", 19.0f), nullptr)));
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user