NextAction refactoring to eliminate sentinel arrays and pointers (#1923)

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# 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:
Nicolas Lebacq
2026-01-06 11:37:39 +00:00
committed by GitHub
parent b13fb7d12a
commit c9cc4324d3
197 changed files with 6795 additions and 4054 deletions

View File

@@ -29,76 +29,69 @@ private:
static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("thorns",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* thorns_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("thorns on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* mark_of_the_wild([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("mark of the wild",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* mark_of_the_wild_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("mark of the wild on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("regrowth on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ NULL,
/*C*/ NULL);
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rejuvenation on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ NULL,
/*C*/ NULL);
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("remove curse on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ NULL,
/*C*/ NULL);
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("abolish poison on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ NULL,
/*C*/ NULL);
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* revive([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("revive",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ NULL,
/*C*/ NULL);
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
// static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI)
// {
// return new ActionNode ("innervate",
// /*P*/ nullptr,
// /*A*/ NextAction::array(0, new NextAction("drink"), nullptr),
// /*C*/ nullptr);
// }
};
GenericDruidNonCombatStrategy::GenericDruidNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
@@ -110,79 +103,73 @@ void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trig
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("mark of the wild", NextAction::array(0, new NextAction("mark of the wild", 14.0f), nullptr)));
// triggers.push_back(new TriggerNode("thorns", NextAction::array(0, new NextAction("thorns", 12.0f), nullptr)));
// triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison", 21.0f),
// nullptr)));
triggers.push_back(new TriggerNode("party member cure poison", NextAction::array(0, new NextAction("abolish poison on party", 20.0f), nullptr)));
triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("revive", ACTION_CRITICAL_HEAL + 10), nullptr)));
// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY
// + 5), nullptr))); triggers.push_back(new TriggerNode("swimming", NextAction::array(0, new NextAction("aquatic
// form", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("mark of the wild", { NextAction("mark of the wild", 14.0f) }));
triggers.push_back(new TriggerNode("party member cure poison", { NextAction("abolish poison on party", 20.0f) }));
triggers.push_back(new TriggerNode("party member dead", { NextAction("revive", ACTION_CRITICAL_HEAL + 10) }));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("often", { NextAction("apply oil", 1.0f) }));
triggers.push_back(
new TriggerNode("party member critical health",
NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
nullptr)));
{
NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
}));
triggers.push_back(
new TriggerNode("party member low health",
NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
nullptr)));
{
NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
}));
triggers.push_back(
new TriggerNode("party member medium health",
NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
nullptr)));
{ NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
}));
triggers.push_back(
new TriggerNode("party member almost full health",
NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3), new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2), NULL)));
{ NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3), NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2) }));
triggers.push_back(
new TriggerNode("party member remove curse",
NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), nullptr)));
{ NextAction("remove curse on party", ACTION_DISPEL + 7) }));
triggers.push_back(
new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), nullptr)));
new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
nullptr)));
triggers.push_back(new TriggerNode("party member low health", NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
nullptr)));
triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
nullptr)));
triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0,
new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3),
new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2),
nullptr)));
triggers.push_back(new TriggerNode("party member remove curse", NextAction::array(0,
new NextAction("remove curse on party", ACTION_DISPEL + 7),
nullptr)));
triggers.push_back(new TriggerNode("party member critical health", {
NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
}));
triggers.push_back(new TriggerNode("party member low health", {
NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
}));
triggers.push_back(new TriggerNode("party member medium health", {
NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
}));
triggers.push_back(new TriggerNode("party member almost full health", {
NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3),
NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2),
}));
triggers.push_back(new TriggerNode("party member remove curse", {
NextAction("remove curse on party", ACTION_DISPEL + 7),
}));
int specTab = AiFactory::GetPlayerSpecTab(botAI->GetBot());
if (specTab == 0 || specTab == 2) // Balance or Restoration
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("often", { NextAction("apply oil", 1.0f) }));
if (specTab == 1) // Feral
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply stone", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("often", { NextAction("apply stone", 1.0f) }));
}
@@ -195,13 +182,13 @@ void GenericDruidBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("mark of the wild on party", NextAction::array(0,
new NextAction("mark of the wild on party", 13.0f),
nullptr)));
triggers.push_back(new TriggerNode("thorns on main tank", NextAction::array(0,
new NextAction("thorns on main tank", 11.0f),
nullptr)));
triggers.push_back(new TriggerNode("thorns", NextAction::array(0,
new NextAction("thorns", 10.0f),
nullptr)));
triggers.push_back(new TriggerNode("mark of the wild on party", {
NextAction("mark of the wild on party", 13.0f),
}));
triggers.push_back(new TriggerNode("thorns on main tank", {
NextAction("thorns on main tank", 11.0f),
}));
triggers.push_back(new TriggerNode("thorns", {
NextAction("thorns", 10.0f),
}));
}