Files
mod-playerbots/src/Ai/Base/Actions/ReachTargetActions.h
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

73 lines
1.7 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.
*/
#ifndef _PLAYERBOT_REACHTARGETACTIONS_H
#define _PLAYERBOT_REACHTARGETACTIONS_H
#include "GenericSpellActions.h"
#include "MovementActions.h"
class PlayerbotAI;
class ReachTargetAction : public MovementAction
{
public:
ReachTargetAction(PlayerbotAI* botAI, std::string const name, float distance)
: MovementAction(botAI, name), distance(distance)
{
}
bool Execute(Event event) override;
bool isUseful() override;
std::string const GetTargetName() override;
protected:
float distance;
};
class CastReachTargetSpellAction : public CastSpellAction
{
public:
CastReachTargetSpellAction(PlayerbotAI* botAI, std::string const spell, float distance)
: CastSpellAction(botAI, spell), distance(distance)
{
}
bool isUseful() override;
protected:
float distance;
};
class ReachMeleeAction : public ReachTargetAction
{
public:
ReachMeleeAction(PlayerbotAI* botAI) : ReachTargetAction(botAI, "reach melee", sPlayerbotAIConfig.meleeDistance) {}
};
class ReachSpellAction : public ReachTargetAction
{
public:
ReachSpellAction(PlayerbotAI* botAI);
};
class ReachPartyMemberToHealAction : public ReachTargetAction
{
public:
ReachPartyMemberToHealAction(PlayerbotAI* botAI);
std::string const GetTargetName() override;
};
class ReachPartyMemberToResurrectAction : public ReachTargetAction
{
public:
ReachPartyMemberToResurrectAction(PlayerbotAI* botAI);
std::string const GetTargetName() override;
};
#endif