mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-02 10:23:47 +00:00
# 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>
45 lines
1.3 KiB
C++
45 lines
1.3 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 "AoeHealValues.h"
|
|
|
|
#include "PlayerbotAIConfig.h"
|
|
#include "Playerbots.h"
|
|
|
|
uint8 AoeHealValue::Calculate()
|
|
{
|
|
Group* group = bot->GetGroup();
|
|
if (!group)
|
|
return 0;
|
|
|
|
float range = 0;
|
|
if (qualifier == "low")
|
|
range = sPlayerbotAIConfig.lowHealth;
|
|
else if (qualifier == "medium")
|
|
range = sPlayerbotAIConfig.mediumHealth;
|
|
else if (qualifier == "critical")
|
|
range = sPlayerbotAIConfig.criticalHealth;
|
|
else if (qualifier == "almost full")
|
|
range = sPlayerbotAIConfig.almostFullHealth;
|
|
|
|
uint8 count = 0;
|
|
Group::MemberSlotList const& groupSlot = group->GetMemberSlots();
|
|
for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
|
|
{
|
|
Player* player = ObjectAccessor::FindPlayer(itr->guid);
|
|
if (!player || !player->IsAlive())
|
|
continue;
|
|
|
|
if (player->GetDistance(bot) >= sPlayerbotAIConfig.sightDistance)
|
|
continue;
|
|
|
|
float percent = (static_cast<float>(player->GetHealth()) / player->GetMaxHealth()) * 100;
|
|
if (percent <= range)
|
|
++count;
|
|
}
|
|
|
|
return count;
|
|
}
|