Files
mod-playerbots/src/Ai/Base/Strategy/CastTimeStrategy.cpp
bashermens 13fff46fa0 Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)
# 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>
2026-01-30 21:49:37 +01:00

70 lines
2.0 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "CastTimeStrategy.h"
#include "GenericSpellActions.h"
#include "Playerbots.h"
float CastTimeMultiplier::GetValue(Action* action)
{
if (action == nullptr)
return 1.0f;
if (!action->GetTarget() || action->GetTarget() != AI_VALUE(Unit*, "current target"))
return 1.0f;
if (/*targetHealth < sPlayerbotAIConfig.criticalHealth && */ dynamic_cast<CastSpellAction*>(action))
{
CastSpellAction* spellAction = dynamic_cast<CastSpellAction*>(action);
uint32 spellId = AI_VALUE2(uint32, "spell id", spellAction->getSpell());
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
return 1.0f;
if ((spellInfo->Targets & TARGET_FLAG_DEST_LOCATION) != 0 ||
(spellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION) != 0)
return 1.0f;
uint32 castTime = spellInfo->CalcCastTime(bot);
if (spellInfo->IsChanneled())
{
int32 duration = spellInfo->GetDuration();
// bot->ApplySpellMod(spellInfo->Id, SPELLMOD_DURATION, duration);
duration = std::min(duration, 3000);
if (duration > 0)
castTime += duration;
}
Unit* target = action->GetTarget();
if (!target || !target->IsAlive() || !target->IsInWorld())
{
return 1.0f;
}
if (castTime > (1000 * target->GetHealth() / AI_VALUE(float, "estimated group dps")))
{
return 0.1f;
}
}
// if (castTime >= 3000)
// return 0.0f;
// if (castTime >= 1500)
// return 0.5f;
// if (castTime >= 1000)
// return 0.25f;
// // }
return 1.0f;
}
void CastTimeStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
multipliers.push_back(new CastTimeMultiplier(botAI));
}