mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +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
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@@ -4,16 +4,17 @@
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*/
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#include "HunterAiObjectContext.h"
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#include "BeastMasteryHunterStrategy.h"
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#include "MarksmanshipHunterStrategy.h"
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#include "SurvivalHunterStrategy.h"
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#include "GenericHunterNonCombatStrategy.h"
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#include "GenericHunterStrategy.h"
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#include "HunterActions.h"
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#include "HunterBuffStrategies.h"
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#include "HunterTriggers.h"
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#include "MarksmanshipHunterStrategy.h"
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#include "NamedObjectContext.h"
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#include "Playerbots.h"
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#include "SurvivalHunterStrategy.h"
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class HunterStrategyFactoryInternal : public NamedObjectContext<Strategy>
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{
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@@ -105,7 +106,10 @@ public:
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private:
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static Trigger* auto_shot(PlayerbotAI* botAI) { return new AutoShotTrigger(botAI); }
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static Trigger* scare_beast(PlayerbotAI* botAI) { return new ScareBeastTrigger(botAI); }
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static Trigger* concussive_shot_on_snare_target(PlayerbotAI* botAI) { return new ConsussiveShotSnareTrigger(botAI); }
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static Trigger* concussive_shot_on_snare_target(PlayerbotAI* botAI)
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{
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return new ConsussiveShotSnareTrigger(botAI);
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}
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static Trigger* pet_not_happy(PlayerbotAI* botAI) { return new HunterPetNotHappy(botAI); }
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static Trigger* serpent_sting_on_attacker(PlayerbotAI* botAI) { return new SerpentStingOnAttackerTrigger(botAI); }
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static Trigger* trueshot_aura(PlayerbotAI* botAI) { return new TrueshotAuraTrigger(botAI); }
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@@ -258,10 +262,44 @@ private:
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static Action* intimidation(PlayerbotAI* ai) { return new CastIntimidationAction(ai); }
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};
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HunterAiObjectContext::HunterAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI)
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SharedNamedObjectContextList<Strategy> HunterAiObjectContext::sharedStrategyContexts;
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SharedNamedObjectContextList<Action> HunterAiObjectContext::sharedActionContexts;
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SharedNamedObjectContextList<Trigger> HunterAiObjectContext::sharedTriggerContexts;
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SharedNamedObjectContextList<UntypedValue> HunterAiObjectContext::sharedValueContexts;
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HunterAiObjectContext::HunterAiObjectContext(PlayerbotAI* botAI)
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: AiObjectContext(botAI, sharedStrategyContexts, sharedActionContexts, sharedTriggerContexts, sharedValueContexts)
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{
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}
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void HunterAiObjectContext::BuildSharedContexts()
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{
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BuildSharedStrategyContexts(sharedStrategyContexts);
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BuildSharedActionContexts(sharedActionContexts);
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BuildSharedTriggerContexts(sharedTriggerContexts);
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BuildSharedValueContexts(sharedValueContexts);
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}
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void HunterAiObjectContext::BuildSharedStrategyContexts(SharedNamedObjectContextList<Strategy>& strategyContexts)
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{
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AiObjectContext::BuildSharedStrategyContexts(strategyContexts);
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strategyContexts.Add(new HunterStrategyFactoryInternal());
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strategyContexts.Add(new HunterBuffStrategyFactoryInternal());
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}
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void HunterAiObjectContext::BuildSharedActionContexts(SharedNamedObjectContextList<Action>& actionContexts)
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{
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AiObjectContext::BuildSharedActionContexts(actionContexts);
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actionContexts.Add(new HunterAiObjectContextInternal());
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}
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void HunterAiObjectContext::BuildSharedTriggerContexts(SharedNamedObjectContextList<Trigger>& triggerContexts)
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{
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AiObjectContext::BuildSharedTriggerContexts(triggerContexts);
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triggerContexts.Add(new HunterTriggerFactoryInternal());
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}
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void HunterAiObjectContext::BuildSharedValueContexts(SharedNamedObjectContextList<UntypedValue>& valueContexts)
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{
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AiObjectContext::BuildSharedValueContexts(valueContexts);
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}
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