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

@@ -29,90 +29,112 @@ public:
private:
static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("cat form",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
return new ActionNode(
"cat form",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* mangle_cat([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("mangle (cat)",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
return new ActionNode(
"mangle (cat)",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* shred([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("shred",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("claw"), nullptr),
/*C*/ nullptr);
return new ActionNode(
"shred",
/*P*/ {},
/*A*/ { NextAction("claw") },
/*C*/ {}
);
}
static ActionNode* rake([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rake",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
return new ActionNode(
"rake",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* rip([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rip",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
return new ActionNode(
"rip",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* ferocious_bite([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("ferocious bite",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("rip"), nullptr),
/*C*/ nullptr);
return new ActionNode(
"ferocious bite",
/*P*/ {},
/*A*/ { NextAction("rip") },
/*C*/ {}
);
}
static ActionNode* savage_roar([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("savage roar",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
return new ActionNode(
"savage roar",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("faerie fire (feral)",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
return new ActionNode(
"faerie fire (feral)",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* healing_touch_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("healing touch on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr,
/*C*/ NextAction::array(0, new NextAction("cat form"), nullptr));
return new ActionNode(
"healing touch on party",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ { NextAction("cat form") }
);
}
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*/ nullptr,
/*C*/ NextAction::array(0, new NextAction("cat form"), nullptr));
return new ActionNode(
"regrowth on party",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ { NextAction("cat form") }
);
}
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*/ nullptr,
/*C*/ NextAction::array(0, new NextAction("cat form"), nullptr));
return new ActionNode(
"rejuvenation on party",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ { NextAction("cat form") }
);
}
};
@@ -121,12 +143,15 @@ OffhealDruidCatStrategy::OffhealDruidCatStrategy(PlayerbotAI* botAI) : FeralDrui
actionNodeFactories.Add(new OffhealDruidCatStrategyActionNodeFactory());
}
NextAction** OffhealDruidCatStrategy::getDefaultActions()
std::vector<NextAction> OffhealDruidCatStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("mangle (cat)", ACTION_DEFAULT + 0.5f),
new NextAction("shred", ACTION_DEFAULT + 0.4f),
new NextAction("rake", ACTION_DEFAULT + 0.3f), new NextAction("melee", ACTION_DEFAULT),
new NextAction("cat form", ACTION_DEFAULT - 0.1f), nullptr);
return {
NextAction("mangle (cat)", ACTION_DEFAULT + 0.5f),
NextAction("shred", ACTION_DEFAULT + 0.4f),
NextAction("rake", ACTION_DEFAULT + 0.3f),
NextAction("melee", ACTION_DEFAULT),
NextAction("cat form", ACTION_DEFAULT - 0.1f)
};
}
void OffhealDruidCatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
@@ -134,46 +159,149 @@ void OffhealDruidCatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
FeralDruidStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("cat form", NextAction::array(0, new NextAction("cat form", ACTION_HIGH + 8), nullptr)));
new TriggerNode(
"cat form",
{
NextAction("cat form", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode("savage roar", NextAction::array(0, new NextAction("savage roar", ACTION_HIGH + 7), nullptr)));
triggers.push_back(new TriggerNode("combo points available",
NextAction::array(0, new NextAction("rip", ACTION_HIGH + 6), nullptr)));
triggers.push_back(new TriggerNode(
"ferocious bite time", NextAction::array(0, new NextAction("ferocious bite", ACTION_HIGH + 5), nullptr)));
new TriggerNode(
"savage roar",
{
NextAction("savage roar", ACTION_HIGH + 7)
}
)
);
triggers.push_back(
new TriggerNode("target with combo points almost dead",
NextAction::array(0, new NextAction("ferocious bite", ACTION_HIGH + 4), nullptr)));
triggers.push_back(new TriggerNode("mangle (cat)",
NextAction::array(0, new NextAction("mangle (cat)", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("rake", NextAction::array(0, new NextAction("rake", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("almost full energy available",
NextAction::array(0, new NextAction("shred", ACTION_DEFAULT + 0.4f), nullptr)));
triggers.push_back(new TriggerNode("combo points not full",
NextAction::array(0, new NextAction("shred", ACTION_DEFAULT + 0.4f), nullptr)));
triggers.push_back(new TriggerNode(
"faerie fire (feral)", NextAction::array(0, new NextAction("faerie fire (feral)", ACTION_NORMAL), nullptr)));
triggers.push_back(new TriggerNode("enemy out of melee",
NextAction::array(0, new NextAction("feral charge - cat", ACTION_HIGH + 9),
new NextAction("dash", ACTION_HIGH + 8), nullptr)));
new TriggerNode(
"combo points available",
{
NextAction("rip", ACTION_HIGH + 6)
}
)
);
triggers.push_back(
new TriggerNode("medium aoe", NextAction::array(0, new NextAction("swipe (cat)", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode(
"low energy", NextAction::array(0, new NextAction("tiger's fury", ACTION_NORMAL + 1), nullptr)));
triggers.push_back(new TriggerNode(
"party member critical health",
NextAction::array(0, new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 6),
new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 5), nullptr)));
triggers.push_back(new TriggerNode(
"party member low health",
NextAction::array(0, new NextAction("healing touch on party", ACTION_MEDIUM_HEAL + 5), nullptr)));
new TriggerNode(
"ferocious bite time",
{
NextAction("ferocious bite", ACTION_HIGH + 5)
}
)
);
triggers.push_back(
new TriggerNode("party member medium health",
NextAction::array(0, new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 8), nullptr)));
triggers.push_back(new TriggerNode(
"party member to heal out of spell range",
NextAction::array(0, new NextAction("reach party member to heal", ACTION_EMERGENCY + 3), nullptr)));
new TriggerNode(
"target with combo points almost dead",
{
NextAction("ferocious bite", ACTION_HIGH + 4)
}
)
);
triggers.push_back(
new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 4), nullptr)));
new TriggerNode(
"mangle (cat)",
{
NextAction("mangle (cat)", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"rake",
{
NextAction("rake", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"almost full energy available",
{
NextAction("shred", ACTION_DEFAULT + 0.4f)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points not full",
{
NextAction("shred", ACTION_DEFAULT + 0.4f)
}
)
);
triggers.push_back(
new TriggerNode(
"faerie fire (feral)",
{
NextAction("faerie fire (feral)", ACTION_NORMAL)
}
)
);
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("feral charge - cat", ACTION_HIGH + 9),
NextAction("dash", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"medium aoe",
{
NextAction("swipe (cat)", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"low energy",
{
NextAction("tiger's fury", ACTION_NORMAL + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"party member critical health",
{
NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 6),
NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"party member low health",
{
NextAction("healing touch on party", ACTION_MEDIUM_HEAL + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"party member medium health",
{
NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"party member to heal out of spell range",
{
NextAction("reach party member to heal", ACTION_EMERGENCY + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"low mana",
{
NextAction("innervate", ACTION_HIGH + 4)
}
)
);
}