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https://github.com/mod-playerbots/mod-playerbots.git
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<!-- > [!WARNING] > **This is a DRAFT PR.** > The structure is not definitive. The code might not be optimised yet. It might not even start nor compile yet. > **Don't panic. ✋ It's going to be ok. 👌 We can make modifications, we can fix things.** 😁 --> # 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.
166 lines
4.2 KiB
C++
166 lines
4.2 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 "BloodDKStrategy.h"
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#include "Playerbots.h"
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class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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BloodDKStrategyActionNodeFactory()
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{
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creators["rune strike"] = &rune_strike;
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creators["heart strike"] = &heart_strike;
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creators["death strike"] = &death_strike;
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creators["icy touch"] = &icy_touch;
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creators["dark command"] = &dark_command;
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creators["taunt spell"] = &dark_command;
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}
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private:
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static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"rune strike",
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{
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NextAction("frost presence")
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},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"icy touch",
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{
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NextAction("frost presence")
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},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"heart strike",
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{
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NextAction("frost presence")
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},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"death strike",
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{
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NextAction("frost presence")
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},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* dark_command([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"dark command",
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{
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NextAction("frost presence")
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},
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/*A*/ {
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NextAction("death grip")
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},
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/*C*/ {}
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);
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}
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};
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BloodDKStrategy::BloodDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
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{
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actionNodeFactories.Add(new BloodDKStrategyActionNodeFactory());
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}
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std::vector<NextAction> BloodDKStrategy::getDefaultActions()
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{
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return {
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NextAction("rune strike", ACTION_DEFAULT + 0.8f),
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NextAction("icy touch", ACTION_DEFAULT + 0.7f),
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NextAction("heart strike", ACTION_DEFAULT + 0.6f),
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NextAction("blood strike", ACTION_DEFAULT + 0.5f),
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NextAction("dancing rune weapon", ACTION_DEFAULT + 0.4f),
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NextAction("death coil", ACTION_DEFAULT + 0.3f),
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NextAction("plague strike", ACTION_DEFAULT + 0.2f),
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NextAction("horn of winter", ACTION_DEFAULT + 0.1f),
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NextAction("melee", ACTION_DEFAULT)
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};
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}
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void BloodDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDKStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"rune strike",
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{
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NextAction("rune strike", ACTION_NORMAL + 3)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"blood tap",
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{
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NextAction("blood tap", ACTION_HIGH + 5)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"lose aggro",
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{
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NextAction("dark command", ACTION_HIGH + 3)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"low health",
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{
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NextAction("army of the dead", ACTION_HIGH + 4),
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NextAction("death strike", ACTION_HIGH + 3)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"critical health",
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{
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NextAction("vampiric blood", ACTION_HIGH + 5)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"icy touch",
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{
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NextAction("icy touch", ACTION_HIGH + 2)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"plague strike",
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{
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NextAction("plague strike", ACTION_HIGH + 2)
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}
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)
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);
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}
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