mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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# 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>
52 lines
1.4 KiB
C++
52 lines
1.4 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 "ResetAiAction.h"
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#include "Event.h"
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#include "Group.h"
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#include "ObjectGuid.h"
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#include "PlayerbotRepository.h"
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#include "Playerbots.h"
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#include "WorldPacket.h"
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bool ResetAiAction::Execute(Event event)
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{
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if (!event.getPacket().empty())
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{
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WorldPacket packet = event.getPacket();
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if (packet.GetOpcode() == SMSG_GROUP_LIST)
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{
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uint8 groupType;
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Group::MemberSlot slot;
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packet >> groupType;
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packet >> slot.group;
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packet >> slot.flags;
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packet >> slot.roles;
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if (groupType & GROUPTYPE_LFG)
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{
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uint8 status;
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uint32 dungeon;
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packet >> status;
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packet >> dungeon;
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}
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ObjectGuid guid;
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uint32 counter;
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uint32 membersCount;
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packet >> guid;
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packet >> counter;
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packet >> membersCount;
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if (membersCount != 0)
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{
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return false;
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}
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}
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}
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PlayerbotRepository::instance().Reset(botAI);
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botAI->ResetStrategies(false);
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botAI->TellMaster("AI was reset to defaults");
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return true;
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}
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