mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 17:09:08 +00:00
Engine optimization for better performance and mem usage (#1462)
* Optimize loot * World channel talk * General improvement * Engine rebuild for performance and memory usage * Fix crash with AutoDoQuest = 0
This commit is contained in:
@@ -6,6 +6,8 @@
|
||||
#include "LootObjectStack.h"
|
||||
|
||||
#include "LootMgr.h"
|
||||
#include "Object.h"
|
||||
#include "ObjectAccessor.h"
|
||||
#include "Playerbots.h"
|
||||
#include "Unit.h"
|
||||
|
||||
@@ -287,7 +289,7 @@ bool LootObject::IsLootPossible(Player* bot)
|
||||
if (reqItem && !bot->HasItemCount(reqItem, 1))
|
||||
return false;
|
||||
|
||||
if (abs(worldObj->GetPositionZ() - bot->GetPositionZ()) > INTERACTION_DISTANCE -2.0f)
|
||||
if (abs(worldObj->GetPositionZ() - bot->GetPositionZ()) > INTERACTION_DISTANCE - 2.0f)
|
||||
return false;
|
||||
|
||||
Creature* creature = botAI->GetCreature(guid);
|
||||
@@ -299,7 +301,7 @@ bool LootObject::IsLootPossible(Player* bot)
|
||||
|
||||
// Prevent bot from running to chests that are unlootable (e.g. Gunship Armory before completing the event)
|
||||
GameObject* go = botAI->GetGameObject(guid);
|
||||
if (go && go->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND | GO_FLAG_NOT_SELECTABLE))
|
||||
if (go && go->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND | GO_FLAG_NOT_SELECTABLE))
|
||||
return false;
|
||||
|
||||
if (skillId == SKILL_NONE)
|
||||
@@ -317,29 +319,17 @@ bool LootObject::IsLootPossible(Player* bot)
|
||||
uint32 skillValue = uint32(bot->GetSkillValue(skillId));
|
||||
if (reqSkillValue > skillValue)
|
||||
return false;
|
||||
|
||||
if (skillId == SKILL_MINING &&
|
||||
!bot->HasItemCount(756, 1) &&
|
||||
!bot->HasItemCount(778, 1) &&
|
||||
!bot->HasItemCount(1819, 1) &&
|
||||
!bot->HasItemCount(1893, 1) &&
|
||||
!bot->HasItemCount(1959, 1) &&
|
||||
!bot->HasItemCount(2901, 1) &&
|
||||
!bot->HasItemCount(9465, 1) &&
|
||||
!bot->HasItemCount(20723, 1) &&
|
||||
!bot->HasItemCount(40772, 1) &&
|
||||
!bot->HasItemCount(40892, 1) &&
|
||||
!bot->HasItemCount(40893, 1))
|
||||
|
||||
if (skillId == SKILL_MINING && !bot->HasItemCount(756, 1) && !bot->HasItemCount(778, 1) &&
|
||||
!bot->HasItemCount(1819, 1) && !bot->HasItemCount(1893, 1) && !bot->HasItemCount(1959, 1) &&
|
||||
!bot->HasItemCount(2901, 1) && !bot->HasItemCount(9465, 1) && !bot->HasItemCount(20723, 1) &&
|
||||
!bot->HasItemCount(40772, 1) && !bot->HasItemCount(40892, 1) && !bot->HasItemCount(40893, 1))
|
||||
{
|
||||
return false; // Bot is missing a mining pick
|
||||
}
|
||||
|
||||
if (skillId == SKILL_SKINNING &&
|
||||
!bot->HasItemCount(7005, 1) &&
|
||||
!bot->HasItemCount(40772, 1) &&
|
||||
!bot->HasItemCount(40893, 1) &&
|
||||
!bot->HasItemCount(12709, 1) &&
|
||||
!bot->HasItemCount(19901, 1))
|
||||
|
||||
if (skillId == SKILL_SKINNING && !bot->HasItemCount(7005, 1) && !bot->HasItemCount(40772, 1) &&
|
||||
!bot->HasItemCount(40893, 1) && !bot->HasItemCount(12709, 1) && !bot->HasItemCount(19901, 1))
|
||||
{
|
||||
return false; // Bot is missing a skinning knife
|
||||
}
|
||||
@@ -376,42 +366,45 @@ void LootObjectStack::Clear() { availableLoot.clear(); }
|
||||
|
||||
bool LootObjectStack::CanLoot(float maxDistance)
|
||||
{
|
||||
std::vector<LootObject> ordered = OrderByDistance(maxDistance);
|
||||
return !ordered.empty();
|
||||
LootObject nearest = GetNearest(maxDistance);
|
||||
return !nearest.IsEmpty();
|
||||
}
|
||||
|
||||
LootObject LootObjectStack::GetLoot(float maxDistance)
|
||||
{
|
||||
std::vector<LootObject> ordered = OrderByDistance(maxDistance);
|
||||
return ordered.empty() ? LootObject() : *ordered.begin();
|
||||
LootObject nearest = GetNearest(maxDistance);
|
||||
return nearest.IsEmpty() ? LootObject() : nearest;
|
||||
}
|
||||
std::vector<LootObject> LootObjectStack::OrderByDistance(float maxDistance)
|
||||
|
||||
LootObject LootObjectStack::GetNearest(float maxDistance)
|
||||
{
|
||||
availableLoot.shrink(time(nullptr) - 30);
|
||||
|
||||
std::map<float, LootObject> sortedMap;
|
||||
LootObject nearest;
|
||||
float nearestDistance = std::numeric_limits<float>::max();
|
||||
|
||||
LootTargetList safeCopy(availableLoot);
|
||||
for (LootTargetList::iterator i = safeCopy.begin(); i != safeCopy.end(); i++)
|
||||
{
|
||||
ObjectGuid guid = i->guid;
|
||||
LootObject lootObject(bot, guid);
|
||||
if (!lootObject.IsLootPossible(bot)) // Ensure loot object is valid
|
||||
continue;
|
||||
|
||||
WorldObject* worldObj = lootObject.GetWorldObject(bot);
|
||||
if (!worldObj) // Prevent null pointer dereference
|
||||
{
|
||||
WorldObject* worldObj = ObjectAccessor::GetWorldObject(*bot, guid);
|
||||
if (!worldObj)
|
||||
continue;
|
||||
}
|
||||
|
||||
float distance = bot->GetDistance(worldObj);
|
||||
if (!maxDistance || distance <= maxDistance)
|
||||
sortedMap[distance] = lootObject;
|
||||
|
||||
if (distance >= nearestDistance || (maxDistance && distance > maxDistance))
|
||||
continue;
|
||||
|
||||
LootObject lootObject(bot, guid);
|
||||
|
||||
if (!lootObject.IsLootPossible(bot))
|
||||
continue;
|
||||
|
||||
nearestDistance = distance;
|
||||
nearest = lootObject;
|
||||
}
|
||||
|
||||
std::vector<LootObject> result;
|
||||
for (auto& [_, lootObject] : sortedMap)
|
||||
result.push_back(lootObject);
|
||||
|
||||
return result;
|
||||
}
|
||||
return nearest;
|
||||
}
|
||||
Reference in New Issue
Block a user