mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-18 03:05:43 +00:00
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:
@@ -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)
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user