mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-19 03:35:43 +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:
@@ -1,4 +1,4 @@
|
||||
#/*
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
@@ -11,21 +11,8 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
public:
|
||||
UnholyDKStrategyActionNodeFactory()
|
||||
{
|
||||
// Unholy
|
||||
// creators["bone shield"] = &bone_shield;
|
||||
// creators["plague strike"] = &plague_strike;
|
||||
// creators["death grip"] = &death_grip;
|
||||
// creators["death coil"] = &death_coil;
|
||||
creators["death strike"] = &death_strike;
|
||||
// creators["unholy blight"] = &unholy_blight;
|
||||
creators["scourge strike"] = &scourge_strike;
|
||||
// creators["death and decay"] = &death_and_decay;
|
||||
// creators["unholy pressence"] = &unholy_pressence;
|
||||
// creators["raise dead"] = &raise_dead;
|
||||
// creators["army of the dead"] = &army of the dead;
|
||||
// creators["summon gargoyle"] = &army of the dead;
|
||||
// creators["anti magic shell"] = &anti_magic_shell;
|
||||
// creators["anti magic zone"] = &anti_magic_zone;
|
||||
creators["ghoul frenzy"] = &ghoul_frenzy;
|
||||
creators["corpse explosion"] = &corpse_explosion;
|
||||
creators["icy touch"] = &icy_touch;
|
||||
@@ -34,39 +21,49 @@ public:
|
||||
private:
|
||||
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("death strike",
|
||||
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
return new ActionNode(
|
||||
"death strike",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
static ActionNode* ghoul_frenzy([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("ghoul frenzy",
|
||||
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
return new ActionNode(
|
||||
"ghoul frenzy",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("corpse explosion",
|
||||
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
return new ActionNode(
|
||||
"corpse explosion",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("scourge strike",
|
||||
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
return new ActionNode(
|
||||
"scourge strike",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("icy touch",
|
||||
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
return new ActionNode(
|
||||
"icy touch",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
@@ -75,69 +72,121 @@ UnholyDKStrategy::UnholyDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI
|
||||
actionNodeFactories.Add(new UnholyDKStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
NextAction** UnholyDKStrategy::getDefaultActions()
|
||||
std::vector<NextAction> UnholyDKStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array(
|
||||
0, new NextAction("death and decay", ACTION_HIGH + 5),
|
||||
new NextAction("summon gargoyle", ACTION_DEFAULT + 0.4f),
|
||||
// new NextAction("empower rune weapon", ACTION_DEFAULT + 0.3f),
|
||||
new NextAction("horn of winter", ACTION_DEFAULT + 0.2f),
|
||||
new NextAction("death coil", ACTION_DEFAULT + 0.1f),
|
||||
new NextAction("melee", ACTION_DEFAULT), nullptr);
|
||||
return {
|
||||
NextAction("death and decay", ACTION_HIGH + 5),
|
||||
NextAction("summon gargoyle", ACTION_DEFAULT + 0.4f),
|
||||
NextAction("horn of winter", ACTION_DEFAULT + 0.2f),
|
||||
NextAction("death coil", ACTION_DEFAULT + 0.1f),
|
||||
NextAction("melee", ACTION_DEFAULT)
|
||||
};
|
||||
}
|
||||
|
||||
void UnholyDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
GenericDKStrategy::InitTriggers(triggers);
|
||||
triggers.push_back(new TriggerNode(
|
||||
"death and decay cooldown", NextAction::array(0,
|
||||
new NextAction("ghoul frenzy", ACTION_DEFAULT + 0.9f),
|
||||
new NextAction("scourge strike", ACTION_DEFAULT + 0.8f),
|
||||
new NextAction("icy touch", ACTION_DEFAULT + 0.7f),
|
||||
new NextAction("blood strike", ACTION_DEFAULT + 0.6f),
|
||||
new NextAction("plague strike", ACTION_DEFAULT + 0.5f),
|
||||
nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode("dd cd and no desolation",
|
||||
NextAction::array(0, new NextAction("blood strike", ACTION_DEFAULT + 0.75f), nullptr)));
|
||||
|
||||
// triggers.push_back(
|
||||
// new TriggerNode("icy touch", NextAction::array(0, new NextAction("icy touch", ACTION_HIGH + 2), nullptr)));
|
||||
// triggers.push_back(new TriggerNode(
|
||||
// "plague strike", NextAction::array(0, new NextAction("plague strike", ACTION_HIGH + 1), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode(
|
||||
"high frost rune", NextAction::array(0,
|
||||
new NextAction("icy touch", ACTION_NORMAL + 3), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode(
|
||||
"high blood rune", NextAction::array(0, new NextAction("blood strike", ACTION_NORMAL + 2), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode(
|
||||
"high unholy rune", NextAction::array(0,
|
||||
new NextAction("plague strike", ACTION_NORMAL + 1), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("dd cd and plague strike 3s", NextAction::array(0, new NextAction("plague strike", ACTION_HIGH + 1), nullptr)));
|
||||
new TriggerNode(
|
||||
"death and decay cooldown",
|
||||
{
|
||||
NextAction("ghoul frenzy", ACTION_DEFAULT + 0.9f),
|
||||
NextAction("scourge strike", ACTION_DEFAULT + 0.8f),
|
||||
NextAction("icy touch", ACTION_DEFAULT + 0.7f),
|
||||
NextAction("blood strike", ACTION_DEFAULT + 0.6f),
|
||||
NextAction("plague strike", ACTION_DEFAULT + 0.5f),
|
||||
}
|
||||
)
|
||||
);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("dd cd and icy touch 3s", NextAction::array(0, new NextAction("icy touch", ACTION_HIGH + 2), nullptr)));
|
||||
|
||||
new TriggerNode(
|
||||
"dd cd and no desolation",
|
||||
{
|
||||
NextAction("blood strike", ACTION_DEFAULT + 0.75f)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode("no rune", NextAction::array(0, new NextAction("empower rune weapon", ACTION_HIGH + 1), nullptr)));
|
||||
|
||||
// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction(, ACTION_NORMAL + 2), nullptr)));
|
||||
triggers.push_back(new TriggerNode(
|
||||
"army of the dead", NextAction::array(0, new NextAction("army of the dead", ACTION_HIGH + 6), nullptr)));
|
||||
new TriggerNode(
|
||||
"high frost rune",
|
||||
{
|
||||
NextAction("icy touch", ACTION_NORMAL + 3)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode("bone shield", NextAction::array(0, new NextAction("bone shield", ACTION_HIGH + 3), nullptr)));
|
||||
new TriggerNode(
|
||||
"high blood rune",
|
||||
{
|
||||
NextAction("blood strike", ACTION_NORMAL + 2)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"high unholy rune",
|
||||
{
|
||||
NextAction("plague strike", ACTION_NORMAL + 1)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode("dd cd and plague strike 3s",
|
||||
{
|
||||
NextAction("plague strike", ACTION_HIGH + 1)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode("dd cd and icy touch 3s",
|
||||
{
|
||||
NextAction("icy touch", ACTION_HIGH + 2)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode("no rune",
|
||||
{
|
||||
NextAction("empower rune weapon", ACTION_HIGH + 1)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"army of the dead",
|
||||
{
|
||||
NextAction("army of the dead", ACTION_HIGH + 6)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode("bone shield",
|
||||
{
|
||||
NextAction("bone shield", ACTION_HIGH + 3)
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
void UnholyDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode(
|
||||
"loot available", NextAction::array(0, new NextAction("corpse explosion", ACTION_NORMAL + 1), nullptr)));
|
||||
triggers.push_back(new TriggerNode(
|
||||
"medium aoe", NextAction::array(0, new NextAction("death and decay", ACTION_NORMAL + 3),
|
||||
new NextAction("corpse explosion", ACTION_NORMAL + 3), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"loot available",
|
||||
{
|
||||
NextAction("corpse explosion", ACTION_NORMAL + 1)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"medium aoe",
|
||||
{
|
||||
NextAction("death and decay", ACTION_NORMAL + 3),
|
||||
NextAction("corpse explosion", ACTION_NORMAL + 3)
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user