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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.
* Paladin buff logic: Sanctuary+Kings synergy, role-aware targeting, safer Greater buffs
* Update PaladinActions.cpp
* Update PaladinActions.cpp
* All configs should be implement into PlayerbotAIConfig and sPlayerbotAIConfig used in code
* added: prayer of fortitude
* Magic number removed
* Update PaladinActions.cpp
* Update PaladinActions.cpp
* Update PaladinActions.cpp
* Update PaladinActions.cpp
* Update PaladinActions.cpp
* Add patch for solo paladin in group
* Correction review
* Update PaladinActions.cpp
* Add harcoded text to DB
* fix: 🚑 Add spellProcFlag check for flag 2 at UseTrinket Context-Action
Bots will "learn" the trinket proc, so CanCastSpell() will be true e.g. on Item https://www.wowhead.com/wotlk/item=44074/oracle-talisman-of-ablution leading to constant casting of the proc spell onto themselfes https://www.wowhead.com/wotlk/spell=59787/oracle-ablutions. This will lead to multiple hundreds of entries in m_appliedAuras -> Once killing an enemy -> Big diff time spikes. See diagnosis
* perf: ⚡ Should futher reduce the problems, hindering trinkets with other proc flags of being used, see https://www.azerothcore.org/wiki/spell_proc_event
I have tested bots with active trinkets and they are still using them, as well as onhit trinkets are still being triggered like they should. Could also fix some other weird behavior.