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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.
195 lines
8.6 KiB
C++
195 lines
8.6 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 "GenericDruidNonCombatStrategy.h"
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#include "Playerbots.h"
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#include "AiFactory.h"
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class GenericDruidNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericDruidNonCombatStrategyActionNodeFactory()
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{
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creators["thorns"] = þs;
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creators["thorns on party"] = þs_on_party;
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creators["mark of the wild"] = &mark_of_the_wild;
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creators["mark of the wild on party"] = &mark_of_the_wild_on_party;
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// creators["innervate"] = &innervate;
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creators["regrowth_on_party"] = ®rowth_on_party;
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creators["rejuvenation on party"] = &rejuvenation_on_party;
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creators["remove curse on party"] = &remove_curse_on_party;
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creators["abolish poison on party"] = &abolish_poison_on_party;
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creators["revive"] = &revive;
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}
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private:
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static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("thorns",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* thorns_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("thorns on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* mark_of_the_wild([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mark of the wild",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* mark_of_the_wild_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mark of the wild on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("regrowth on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rejuvenation on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("remove curse on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("abolish poison on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* revive([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("revive",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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};
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GenericDruidNonCombatStrategy::GenericDruidNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericDruidNonCombatStrategyActionNodeFactory());
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}
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void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("mark of the wild", { NextAction("mark of the wild", 14.0f) }));
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triggers.push_back(new TriggerNode("party member cure poison", { NextAction("abolish poison on party", 20.0f) }));
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triggers.push_back(new TriggerNode("party member dead", { NextAction("revive", ACTION_CRITICAL_HEAL + 10) }));
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triggers.push_back(new TriggerNode("often", { NextAction("apply oil", 1.0f) }));
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triggers.push_back(
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new TriggerNode("party member critical health",
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{
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
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}));
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triggers.push_back(
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new TriggerNode("party member low health",
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{
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
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}));
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triggers.push_back(
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new TriggerNode("party member medium health",
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{ NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
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}));
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triggers.push_back(
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new TriggerNode("party member almost full health",
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{ NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3), NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2) }));
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triggers.push_back(
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new TriggerNode("party member remove curse",
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{ NextAction("remove curse on party", ACTION_DISPEL + 7) }));
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triggers.push_back(
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new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
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triggers.push_back(new TriggerNode("party member critical health", {
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
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}));
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triggers.push_back(new TriggerNode("party member low health", {
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
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}));
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triggers.push_back(new TriggerNode("party member medium health", {
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
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}));
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triggers.push_back(new TriggerNode("party member almost full health", {
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NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3),
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NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2),
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}));
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triggers.push_back(new TriggerNode("party member remove curse", {
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NextAction("remove curse on party", ACTION_DISPEL + 7),
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}));
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int specTab = AiFactory::GetPlayerSpecTab(botAI->GetBot());
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if (specTab == 0 || specTab == 2) // Balance or Restoration
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triggers.push_back(new TriggerNode("often", { NextAction("apply oil", 1.0f) }));
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if (specTab == 1) // Feral
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triggers.push_back(new TriggerNode("often", { NextAction("apply stone", 1.0f) }));
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}
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GenericDruidBuffStrategy::GenericDruidBuffStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericDruidNonCombatStrategyActionNodeFactory());
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}
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void GenericDruidBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("mark of the wild on party", {
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NextAction("mark of the wild on party", 13.0f),
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}));
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triggers.push_back(new TriggerNode("thorns on main tank", {
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NextAction("thorns on main tank", 11.0f),
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}));
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triggers.push_back(new TriggerNode("thorns", {
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NextAction("thorns", 10.0f),
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}));
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}
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