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