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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:
@@ -27,73 +27,73 @@ private:
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static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("melee",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ {},
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* caster_form([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("caster form",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ {},
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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*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ {},
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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*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ {},
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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*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ {},
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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*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ {},
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* rebirth([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rebirth",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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/*P*/ {},
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("entangling roots on cc",
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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* innervate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("innervate",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr),
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/*C*/ nullptr);
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/*P*/ {},
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/*A*/ { NextAction("mana potion") },
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/*C*/ {});
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}
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};
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@@ -107,70 +107,52 @@ void GenericDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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CombatStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode("low health", NextAction::array(0, new NextAction("barkskin", ACTION_HIGH + 7), nullptr)));
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new TriggerNode("low health", { NextAction("barkskin", ACTION_HIGH + 7) }));
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// triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("regrowth",
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// ACTION_MEDIUM_HEAL + 2), nullptr))); triggers.push_back(new TriggerNode("party member low health",
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// NextAction::array(0, new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
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// triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("regrowth",
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// ACTION_CRITICAL_HEAL + 2), new NextAction("healing touch", ACTION_CRITICAL_HEAL + 2), nullptr)));
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// triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("regrowth
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// on party", ACTION_CRITICAL_HEAL + 1), new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 1),
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// nullptr))); triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new
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// NextAction("rebirth", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("low mana",
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// NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
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triggers.push_back(new TriggerNode("combat party member dead",
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NextAction::array(0, new NextAction("rebirth", ACTION_HIGH + 9), NULL)));
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{ NextAction("rebirth", ACTION_HIGH + 9) }));
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triggers.push_back(new TriggerNode("being attacked",
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NextAction::array(0, new NextAction("nature's grasp", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), nullptr)));
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{ NextAction("nature's grasp", ACTION_HIGH + 1) }));
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triggers.push_back(new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
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}
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void DruidCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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// triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison",
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// ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("party member cure poison",
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NextAction::array(0, new NextAction("abolish poison on party", ACTION_DISPEL + 1), nullptr)));
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{ NextAction("abolish poison on party", ACTION_DISPEL + 1) }));
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triggers.push_back(
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new TriggerNode("party member remove curse",
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NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), NULL)));
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{ NextAction("remove curse on party", ACTION_DISPEL + 7) }));
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}
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void DruidBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode(
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"nature's swiftness", NextAction::array(0, new NextAction("nature's swiftness", ACTION_HIGH + 9), nullptr)));
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"nature's swiftness", { NextAction("nature's swiftness", ACTION_HIGH + 9) }));
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}
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void DruidCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode(
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"entangling roots", NextAction::array(0, new NextAction("entangling roots on cc", ACTION_HIGH + 2), nullptr)));
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"entangling roots", { NextAction("entangling roots on cc", ACTION_HIGH + 2) }));
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triggers.push_back(new TriggerNode(
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"entangling roots kite", NextAction::array(0, new NextAction("entangling roots", ACTION_HIGH + 2), nullptr)));
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"entangling roots kite", { NextAction("entangling roots", ACTION_HIGH + 2) }));
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triggers.push_back(new TriggerNode(
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"hibernate", NextAction::array(0, new NextAction("hibernate on cc", ACTION_HIGH + 3), nullptr)));
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"hibernate", { NextAction("hibernate on cc", ACTION_HIGH + 3) }));
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}
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void DruidHealerDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("healer should attack",
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NextAction::array(0,
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new NextAction("cancel tree form", ACTION_DEFAULT + 0.3f),
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new NextAction("moonfire", ACTION_DEFAULT + 0.2f),
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new NextAction("wrath", ACTION_DEFAULT + 0.1f),
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new NextAction("starfire", ACTION_DEFAULT),
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nullptr)));
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{
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NextAction("cancel tree form", ACTION_DEFAULT + 0.3f),
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NextAction("moonfire", ACTION_DEFAULT + 0.2f),
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NextAction("wrath", ACTION_DEFAULT + 0.1f),
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NextAction("starfire", ACTION_DEFAULT),
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}));
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// long cast time
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// triggers.push_back(
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// new TriggerNode("medium aoe and healer should attack",
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// NextAction::array(0,
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// new NextAction("hurricane", ACTION_DEFAULT + 0.7f),
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// nullptr)));
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}
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