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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.
308 lines
7.7 KiB
C++
308 lines
7.7 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 "OffhealDruidCatStrategy.h"
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#include "Playerbots.h"
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#include "Strategy.h"
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class OffhealDruidCatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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OffhealDruidCatStrategyActionNodeFactory()
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{
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creators["cat form"] = &cat_form;
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creators["mangle (cat)"] = &mangle_cat;
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creators["shred"] = &shred;
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creators["rake"] = &rake;
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creators["rip"] = &rip;
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creators["ferocious bite"] = &ferocious_bite;
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creators["savage roar"] = &savage_roar;
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creators["faerie fire (feral)"] = &faerie_fire_feral;
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creators["healing touch on party"] = &healing_touch_on_party;
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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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}
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private:
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static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"cat form",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* mangle_cat([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"mangle (cat)",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* shred([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"shred",
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/*P*/ {},
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/*A*/ { NextAction("claw") },
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/*C*/ {}
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);
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}
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static ActionNode* rake([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"rake",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* rip([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"rip",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* ferocious_bite([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"ferocious bite",
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/*P*/ {},
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/*A*/ { NextAction("rip") },
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/*C*/ {}
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);
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}
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static ActionNode* savage_roar([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"savage roar",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"faerie fire (feral)",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* healing_touch_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"healing touch on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ { NextAction("cat form") }
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);
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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(
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"regrowth on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ { NextAction("cat form") }
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);
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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(
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"rejuvenation on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ { NextAction("cat form") }
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);
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}
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};
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OffhealDruidCatStrategy::OffhealDruidCatStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI)
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{
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actionNodeFactories.Add(new OffhealDruidCatStrategyActionNodeFactory());
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}
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std::vector<NextAction> OffhealDruidCatStrategy::getDefaultActions()
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{
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return {
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NextAction("mangle (cat)", ACTION_DEFAULT + 0.5f),
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NextAction("shred", ACTION_DEFAULT + 0.4f),
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NextAction("rake", ACTION_DEFAULT + 0.3f),
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NextAction("melee", ACTION_DEFAULT),
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NextAction("cat form", ACTION_DEFAULT - 0.1f)
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};
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}
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void OffhealDruidCatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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FeralDruidStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"cat form",
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{
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NextAction("cat form", ACTION_HIGH + 8)
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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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"savage roar",
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{
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NextAction("savage roar", ACTION_HIGH + 7)
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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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"combo points available",
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{
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NextAction("rip", ACTION_HIGH + 6)
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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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"ferocious bite time",
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{
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NextAction("ferocious bite", 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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"target with combo points almost dead",
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{
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NextAction("ferocious bite", ACTION_HIGH + 4)
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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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"mangle (cat)",
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{
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NextAction("mangle (cat)", 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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"rake",
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{
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NextAction("rake", 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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"almost full energy available",
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{
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NextAction("shred", ACTION_DEFAULT + 0.4f)
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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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"combo points not full",
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{
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NextAction("shred", ACTION_DEFAULT + 0.4f)
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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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"faerie fire (feral)",
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{
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NextAction("faerie fire (feral)", ACTION_NORMAL)
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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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"enemy out of melee",
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{
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NextAction("feral charge - cat", ACTION_HIGH + 9),
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NextAction("dash", ACTION_HIGH + 8)
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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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"medium aoe",
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{
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NextAction("swipe (cat)", 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 energy",
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{
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NextAction("tiger's fury", ACTION_NORMAL + 1)
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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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"party member critical health",
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{
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NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 6),
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NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 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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"party member low health",
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{
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NextAction("healing touch on party", ACTION_MEDIUM_HEAL + 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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"party member medium health",
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{
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NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 8)
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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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"party member to heal out of spell range",
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{
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NextAction("reach party member to heal", ACTION_EMERGENCY + 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 mana",
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{
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NextAction("innervate", ACTION_HIGH + 4)
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}
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)
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);
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}
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