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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:
@@ -12,40 +12,16 @@ class HealDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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public:
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HealDruidStrategyActionNodeFactory() {
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creators["nourish on party"] = &nourtish_on_party;
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// creators["wild growth on party"] = &wild_growth_on_party;
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// creators["rejuvenation on party"] = &rejuvenation_on_party;
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// creators["regrowth on party"] = ®rowth_on_party;
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}
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private:
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static ActionNode* nourtish_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("nourish on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("healing touch on party"), nullptr),
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/*C*/ nullptr);
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/*P*/ {},
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/*A*/ { NextAction("healing touch on party") },
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/*C*/ {});
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}
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// static ActionNode* wild_growth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode("wild growth on party",
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// /*P*/ NextAction::array(0, new NextAction("tree form"), nullptr),
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// /*A*/ nullptr,
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// /*C*/ nullptr);
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// }
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// static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode("rejuvenation on party",
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// /*P*/ NextAction::array(0, new NextAction("tree form"), nullptr),
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// /*A*/ nullptr,
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// /*C*/ nullptr);
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// }
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// static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode("regrowth on party",
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// /*P*/ NextAction::array(0, new NextAction("tree form"), nullptr),
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// /*A*/ nullptr,
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// /*C*/ nullptr);
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// }
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};
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HealDruidStrategy::HealDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
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@@ -57,73 +33,69 @@ void HealDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDruidStrategy::InitTriggers(triggers);
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// triggers.push_back(
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// new TriggerNode("tree form", NextAction::array(0, new NextAction("tree form", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member to heal out of spell range",
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NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 9), nullptr)));
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{ NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 9) }));
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// CRITICAL
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triggers.push_back(
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new TriggerNode("party member critical health",
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NextAction::array(0,
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new NextAction("tree form", ACTION_CRITICAL_HEAL + 4.1f),
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new NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 4),
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new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("wild growth on party", ACTION_CRITICAL_HEAL + 2),
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new NextAction("nourish on party", ACTION_CRITICAL_HEAL + 1),
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// new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 0),
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nullptr)));
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{
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NextAction("tree form", ACTION_CRITICAL_HEAL + 4.1f),
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NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 4),
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NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 3),
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NextAction("wild growth on party", ACTION_CRITICAL_HEAL + 2),
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NextAction("nourish on party", ACTION_CRITICAL_HEAL + 1),
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}));
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triggers.push_back(
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new TriggerNode("party member critical health",
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NextAction::array(0, new NextAction("nature's swiftness", ACTION_CRITICAL_HEAL + 4), nullptr)));
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{ NextAction("nature's swiftness", ACTION_CRITICAL_HEAL + 4) }));
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triggers.push_back(new TriggerNode(
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"group heal setting",
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NextAction::array(0,
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new NextAction("tree form", ACTION_MEDIUM_HEAL + 2.3f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 2.2f),
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new NextAction("rejuvenation on not full", ACTION_MEDIUM_HEAL + 2.1f),
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nullptr)));
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{
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NextAction("tree form", ACTION_MEDIUM_HEAL + 2.3f),
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 2.2f),
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NextAction("rejuvenation on not full", ACTION_MEDIUM_HEAL + 2.1f),
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}));
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triggers.push_back(
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new TriggerNode("medium group heal setting",
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NextAction::array(0,
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new NextAction("tree form", ACTION_CRITICAL_HEAL + 0.6f),
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new NextAction("tranquility", ACTION_CRITICAL_HEAL + 0.5f), nullptr)));
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{
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NextAction("tree form", ACTION_CRITICAL_HEAL + 0.6f),
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NextAction("tranquility", ACTION_CRITICAL_HEAL + 0.5f) }));
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// LOW
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triggers.push_back(
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new TriggerNode("party member low health",
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NextAction::array(0, new NextAction("tree form", ACTION_MEDIUM_HEAL + 1.5f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 1.4f),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1.3f),
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new NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 1.2),
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1.1f),
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nullptr)));
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{ NextAction("tree form", ACTION_MEDIUM_HEAL + 1.5f),
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 1.4f),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1.3f),
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NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 1.2),
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NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1.1f),
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}));
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// MEDIUM
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triggers.push_back(
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new TriggerNode("party member medium health",
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NextAction::array(0,
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new NextAction("tree form", ACTION_MEDIUM_HEAL + 0.5f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 0.4f),
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new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 0.3f),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 0.2f),
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 0.1f), nullptr)));
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{
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NextAction("tree form", ACTION_MEDIUM_HEAL + 0.5f),
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 0.4f),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 0.3f),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 0.2f),
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NextAction("nourish on party", ACTION_MEDIUM_HEAL + 0.1f) }));
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// almost full
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triggers.push_back(
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new TriggerNode("party member almost full health",
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NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 0.3f),
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new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 0.2f),
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new NextAction("regrowth on party", ACTION_LIGHT_HEAL + 0.1f), nullptr)));
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{ NextAction("wild growth on party", ACTION_LIGHT_HEAL + 0.3f),
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NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 0.2f),
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NextAction("regrowth on party", ACTION_LIGHT_HEAL + 0.1f) }));
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triggers.push_back(
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 5), nullptr)));
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new TriggerNode("medium mana", { NextAction("innervate", ACTION_HIGH + 5) }));
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triggers.push_back(new TriggerNode("enemy too close for spell",
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NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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{ NextAction("flee", ACTION_MOVE + 9) }));
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}
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