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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.
110 lines
3.5 KiB
C++
110 lines
3.5 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 "DruidActions.h"
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#include "Event.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "AoeValues.h"
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#include "TargetValue.h"
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std::vector<NextAction> CastAbolishPoisonAction::getAlternatives()
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{
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return NextAction::merge({ NextAction("cure poison") },
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CastSpellAction::getPrerequisites());
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}
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std::vector<NextAction> CastAbolishPoisonOnPartyAction::getAlternatives()
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{
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return NextAction::merge({ NextAction("cure poison on party") },
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CastSpellAction::getPrerequisites());
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}
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Value<Unit*>* CastEntanglingRootsCcAction::GetTargetValue()
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{
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return context->GetValue<Unit*>("cc target", "entangling roots");
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}
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bool CastEntanglingRootsCcAction::Execute(Event event) { return botAI->CastSpell("entangling roots", GetTarget()); }
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Value<Unit*>* CastHibernateCcAction::GetTargetValue() { return context->GetValue<Unit*>("cc target", "hibernate"); }
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bool CastHibernateCcAction::Execute(Event event) { return botAI->CastSpell("hibernate", GetTarget()); }
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bool CastStarfallAction::isUseful()
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{
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if (!CastSpellAction::isUseful())
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return false;
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// Avoid breaking CC
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WorldLocation aoePos = *context->GetValue<WorldLocation>("aoe position");
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Unit* ccTarget = context->GetValue<Unit*>("current cc target")->Get();
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if (ccTarget && ccTarget->IsAlive())
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{
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float dist2d = sServerFacade->GetDistance2d(ccTarget, aoePos.GetPositionX(), aoePos.GetPositionY());
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if (sServerFacade->IsDistanceLessOrEqualThan(dist2d, sPlayerbotAIConfig->aoeRadius))
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return false;
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}
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// Avoid single-target usage on initial pull
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uint8 aoeCount = *context->GetValue<uint8>("aoe count");
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if (aoeCount < 2)
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{
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Unit* target = context->GetValue<Unit*>("current target")->Get();
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if (!target || (!botAI->HasAura("moonfire", target) && !botAI->HasAura("insect swarm", target)))
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return false;
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}
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return true;
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}
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std::vector<NextAction> CastReviveAction::getPrerequisites()
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{
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return NextAction::merge({ NextAction("caster form") },
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ResurrectPartyMemberAction::getPrerequisites());
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}
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std::vector<NextAction> CastRebirthAction::getPrerequisites()
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{
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return NextAction::merge({ NextAction("caster form") },
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ResurrectPartyMemberAction::getPrerequisites());
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}
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bool CastRebirthAction::isUseful()
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{
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return CastSpellAction::isUseful() &&
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AI_VALUE2(float, "distance", GetTargetName()) <= sPlayerbotAIConfig->spellDistance;
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}
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Unit* CastRejuvenationOnNotFullAction::GetTarget()
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{
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Group* group = bot->GetGroup();
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MinValueCalculator calc(100);
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for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
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{
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Player* player = gref->GetSource();
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if (!player)
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continue;
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if (player->isDead() || player->IsFullHealth())
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{
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continue;
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}
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if (player->GetDistance2d(bot) > sPlayerbotAIConfig->spellDistance)
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{
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continue;
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}
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if (botAI->HasAura("rejuvenation", player))
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{
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continue;
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}
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calc.probe(player->GetHealthPct(), player);
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}
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return (Unit*)calc.param;
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}
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bool CastRejuvenationOnNotFullAction::isUseful()
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{
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return GetTarget();
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} |