Files
mod-playerbots/src/Ai/Base/Value/AoeHealValues.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

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;
}