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https://github.com/mod-playerbots/mod-playerbots.git
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# Pull Request
- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )
Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---
## Complexity & Impact
- Does this change add new decision branches?
- [x] No
- [ ] Yes (**explain below**)
- Does this change increase per-bot or per-tick processing?
- [x] No
- [ ] Yes (**describe and justify impact**)
- Could this logic scale poorly under load?
- [x] No
- [ ] Yes (**explain why**)
---
## Defaults & Configuration
- Does this change modify default bot behavior?
- [x] No
- [ ] Yes (**explain why**)
---
## AI Assistance
- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
- [x] No
- [ ] Yes (**explain below**)
---
## Final Checklist
- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed
---
## Notes for Reviewers
Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
---------
Co-authored-by: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
56 lines
1.9 KiB
C++
56 lines
1.9 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "CombatActions.h"
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#include "Event.h"
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#include "LastMovementValue.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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bool SwitchToMeleeAction::Execute(Event event)
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{
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// botAI->TellMasterNoFacing("Switching to melee!");
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return ChangeCombatStrategyAction::Execute(event);
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}
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bool SwitchToMeleeAction::isUseful()
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{
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if (bot->getClass() == CLASS_HUNTER)
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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time_t lastFlee = AI_VALUE(LastMovement&, "last movement").lastFlee;
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return botAI->HasStrategy("ranged", BOT_STATE_COMBAT) &&
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((bot->IsInCombat() && target &&
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(target->GetVictim() == bot && (!bot->GetGroup() || lastFlee) &&
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ServerFacade::instance().IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "current target"), 8.0f))) ||
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(!bot->IsInCombat()));
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}
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return botAI->HasStrategy("ranged", BOT_STATE_COMBAT);
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}
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bool SwitchToRangedAction::Execute(Event event)
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{
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// botAI->TellMasterNoFacing("Switching to ranged!");
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return ChangeCombatStrategyAction::Execute(event);
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}
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bool SwitchToRangedAction::isUseful()
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{
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if (bot->getClass() == CLASS_HUNTER)
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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bool hasAmmo = AI_VALUE2(uint32, "item count", "ammo");
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return botAI->HasStrategy("close", BOT_STATE_COMBAT) && hasAmmo &&
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((bot->IsInCombat() && target &&
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((target->GetVictim() != bot || target->GetTarget() != bot->GetGUID()) ||
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ServerFacade::instance().IsDistanceGreaterThan(AI_VALUE2(float, "distance", "current target"), 8.0f))) ||
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(!bot->IsInCombat()));
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}
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return botAI->HasStrategy("close", BOT_STATE_COMBAT);
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}
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