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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.
255 lines
6.4 KiB
C++
255 lines
6.4 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 "CasterDruidStrategy.h"
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#include "AiObjectContext.h"
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#include "FeralDruidStrategy.h"
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class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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CasterDruidStrategyActionNodeFactory()
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{
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creators["faerie fire"] = &faerie_fire;
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creators["hibernate"] = &hibernate;
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creators["entangling roots"] = &entangling_roots;
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creators["entangling roots on cc"] = &entangling_roots_on_cc;
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creators["wrath"] = &wrath;
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creators["starfall"] = &starfall;
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creators["insect swarm"] = &insect_swarm;
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creators["moonfire"] = &moonfire;
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creators["starfire"] = &starfire;
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creators["moonkin form"] = &moonkin_form;
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}
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private:
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static ActionNode* faerie_fire([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"faerie fire",
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/*P*/ { NextAction("moonkin form") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* hibernate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"hibernate",
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/*P*/ { NextAction("moonkin form") },
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/*A*/ { NextAction("entangling roots") },
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/*C*/ {}
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);
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}
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static ActionNode* entangling_roots([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"entangling roots",
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/*P*/ { NextAction("moonkin form") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"entangling roots on cc",
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/*P*/ { NextAction("moonkin form") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* wrath([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"wrath",
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/*P*/ { NextAction("moonkin form") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* starfall([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"starfall",
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/*P*/ { NextAction("moonkin form") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* insect_swarm([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"insect swarm",
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/*P*/ { NextAction("moonkin form") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* moonfire([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"moonfire",
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/*P*/ { NextAction("moonkin form") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* starfire([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"starfire",
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/*P*/ { NextAction("moonkin form") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* moonkin_form([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"moonkin form",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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};
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CasterDruidStrategy::CasterDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
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{
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actionNodeFactories.Add(new CasterDruidStrategyActionNodeFactory());
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actionNodeFactories.Add(new ShapeshiftDruidStrategyActionNodeFactory());
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}
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std::vector<NextAction> CasterDruidStrategy::getDefaultActions()
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{
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return {
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NextAction("starfall", ACTION_HIGH + 1.0f),
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NextAction("force of nature", ACTION_DEFAULT + 1.0f),
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NextAction("wrath", ACTION_DEFAULT + 0.1f),
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};
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}
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void CasterDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDruidStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"eclipse (lunar) cooldown",
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{
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NextAction("starfire", ACTION_DEFAULT + 0.2f)
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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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"eclipse (solar) cooldown",
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{
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NextAction("wrath", ACTION_DEFAULT + 0.2f)
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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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"insect swarm",
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{
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NextAction("insect swarm", ACTION_NORMAL + 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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"moonfire",
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{
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NextAction("moonfire", ACTION_NORMAL + 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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"eclipse (solar)",
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{
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NextAction("wrath", ACTION_NORMAL + 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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"eclipse (lunar)",
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{
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NextAction("starfire", ACTION_NORMAL + 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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"medium mana",
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{
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NextAction("innervate", ACTION_HIGH + 9)
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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 too close for spell",
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{
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NextAction("flee", ACTION_MOVE + 9)
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}
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)
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);
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}
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void CasterDruidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"hurricane channel check",
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{
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NextAction("cancel channel", 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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"medium aoe",
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{
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NextAction("hurricane", ACTION_HIGH + 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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"light aoe",
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{
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NextAction("insect swarm on attacker", ACTION_NORMAL + 3),
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NextAction("moonfire on attacker", ACTION_NORMAL + 3)
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}
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)
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);
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}
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void CasterDruidDebuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"faerie fire",
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{
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NextAction("faerie fire", ACTION_HIGH)
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}
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)
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);
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}
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