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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:
@@ -26,65 +26,65 @@ private:
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static ActionNode* survival_instincts([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("survival instincts",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("barkskin"), nullptr),
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/*C*/ nullptr);
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/*P*/ {},
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/*A*/ { NextAction("barkskin") },
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/*C*/ {});
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}
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static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("thorns",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* omen_of_clarity([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("omen of clarity",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("cure poison",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("cure poison on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("abolish poison",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("abolish poison on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* prowl([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("prowl",
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/*P*/ NextAction::array(0, new NextAction("cat form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ { NextAction("cat form") },
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/*A*/ {},
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/*C*/ {});
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}
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};
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@@ -98,20 +98,16 @@ void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDruidStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing",
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// ACTION_NORMAL + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of
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// enemy contact", ACTION_NORMAL + 8), nullptr)));
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"enemy out of melee", { NextAction("reach melee", ACTION_HIGH + 1) }));
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triggers.push_back(new TriggerNode(
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"critical health", NextAction::array(0, new NextAction("survival instincts", ACTION_EMERGENCY + 1), nullptr)));
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"critical health", { NextAction("survival instincts", ACTION_EMERGENCY + 1) }));
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triggers.push_back(new TriggerNode(
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"omen of clarity", NextAction::array(0, new NextAction("omen of clarity", ACTION_HIGH + 9), nullptr)));
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"omen of clarity", { NextAction("omen of clarity", ACTION_HIGH + 9) }));
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triggers.push_back(new TriggerNode("player has flag",
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NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr)));
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{ NextAction("dash", ACTION_EMERGENCY + 2) }));
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triggers.push_back(new TriggerNode("enemy flagcarrier near",
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NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr)));
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{ NextAction("dash", ACTION_EMERGENCY + 2) }));
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triggers.push_back(
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new TriggerNode("berserk", NextAction::array(0, new NextAction("berserk", ACTION_HIGH + 6), nullptr)));
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new TriggerNode("berserk", { NextAction("berserk", ACTION_HIGH + 6) }));
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}
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