Files
mod-playerbots/src/Bot/Engine/PlayerbotAIBase.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

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/*
* 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_PLAYERBOTAIBASE_H
#define _PLAYERBOT_PLAYERBOTAIBASE_H
#include "Define.h"
#include "PlayerbotAIConfig.h"
class PlayerbotAIBase
{
public:
PlayerbotAIBase(bool isBotAI);
bool CanUpdateAI();
void SetNextCheckDelay(uint32 const delay);
void IncreaseNextCheckDelay(uint32 delay);
void YieldThread(uint32 delay = sPlayerbotAIConfig.reactDelay);
virtual void UpdateAI(uint32 elapsed, bool minimal = false);
virtual void UpdateAIInternal(uint32 elapsed, bool minimal = false) = 0;
bool IsActive();
bool IsBotAI() const;
protected:
uint32 nextAICheckDelay;
class PerfMonitorOperation* totalPmo = nullptr;
private:
bool _isBotAI;
};
#endif