mirror of
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.
334 lines
9.1 KiB
C++
334 lines
9.1 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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#ifndef _PLAYERBOT_DRUIDACTIONS_H
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#define _PLAYERBOT_DRUIDACTIONS_H
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#include "GenericSpellActions.h"
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#include "SharedDefines.h"
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class PlayerbotAI;
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class Unit;
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class CastFaerieFireAction : public CastDebuffSpellAction
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{
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public:
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CastFaerieFireAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "faerie fire") {}
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};
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class CastFaerieFireFeralAction : public CastSpellAction
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{
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public:
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CastFaerieFireFeralAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "faerie fire (feral)") {}
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};
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class CastRejuvenationAction : public CastHealingSpellAction
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{
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public:
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CastRejuvenationAction(PlayerbotAI* botAI) : CastHealingSpellAction(botAI, "rejuvenation") {}
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};
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class CastRegrowthAction : public CastHealingSpellAction
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{
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public:
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CastRegrowthAction(PlayerbotAI* botAI) : CastHealingSpellAction(botAI, "regrowth") {}
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};
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class CastHealingTouchAction : public CastHealingSpellAction
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{
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public:
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CastHealingTouchAction(PlayerbotAI* botAI) : CastHealingSpellAction(botAI, "healing touch") {}
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};
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class CastRejuvenationOnPartyAction : public HealPartyMemberAction
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{
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public:
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CastRejuvenationOnPartyAction(PlayerbotAI* botAI)
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: HealPartyMemberAction(botAI, "rejuvenation", 15.0f, HealingManaEfficiency::VERY_HIGH)
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{
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}
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};
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class CastRegrowthOnPartyAction : public HealPartyMemberAction
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{
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public:
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CastRegrowthOnPartyAction(PlayerbotAI* botAI)
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: HealPartyMemberAction(botAI, "regrowth", 35.0f, HealingManaEfficiency::HIGH)
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{
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}
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};
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class CastHealingTouchOnPartyAction : public HealPartyMemberAction
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{
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public:
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CastHealingTouchOnPartyAction(PlayerbotAI* botAI)
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: HealPartyMemberAction(botAI, "healing touch", 50.0f, HealingManaEfficiency::LOW)
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{
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}
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};
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class CastReviveAction : public ResurrectPartyMemberAction
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{
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public:
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CastReviveAction(PlayerbotAI* botAI) : ResurrectPartyMemberAction(botAI, "revive") {}
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std::vector<NextAction> getPrerequisites() override;
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};
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class CastRebirthAction : public ResurrectPartyMemberAction
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{
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public:
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CastRebirthAction(PlayerbotAI* botAI) : ResurrectPartyMemberAction(botAI, "rebirth") {}
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std::vector<NextAction> getPrerequisites() override;
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bool isUseful() override;
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};
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class CastMarkOfTheWildAction : public CastBuffSpellAction
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{
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public:
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CastMarkOfTheWildAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "mark of the wild") {}
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};
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class CastMarkOfTheWildOnPartyAction : public BuffOnPartyAction
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{
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public:
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CastMarkOfTheWildOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "mark of the wild") {}
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};
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class CastSurvivalInstinctsAction : public CastBuffSpellAction
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{
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public:
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CastSurvivalInstinctsAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "survival instincts") {}
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};
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class CastFrenziedRegenerationAction : public CastBuffSpellAction
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{
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public:
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CastFrenziedRegenerationAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "frenzied regeneration") {}
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};
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class CastThornsAction : public CastBuffSpellAction
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{
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public:
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CastThornsAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "thorns") {}
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};
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class CastThornsOnPartyAction : public BuffOnPartyAction
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{
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public:
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CastThornsOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "thorns") {}
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};
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class CastThornsOnMainTankAction : public BuffOnMainTankAction
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{
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public:
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CastThornsOnMainTankAction(PlayerbotAI* botAI) : BuffOnMainTankAction(botAI, "thorns", false) {}
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};
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class CastOmenOfClarityAction : public CastBuffSpellAction
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{
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public:
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CastOmenOfClarityAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "omen of clarity") {}
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};
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class CastWrathAction : public CastSpellAction
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{
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public:
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CastWrathAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "wrath") {}
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};
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class CastStarfallAction : public CastSpellAction
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{
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public:
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CastStarfallAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "starfall") {}
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bool isUseful() override;
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};
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class CastHurricaneAction : public CastSpellAction
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{
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public:
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CastHurricaneAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "hurricane") {}
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ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
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};
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class CastMoonfireAction : public CastDebuffSpellAction
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{
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public:
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CastMoonfireAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "moonfire", true) {}
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};
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class CastInsectSwarmAction : public CastDebuffSpellAction
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{
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public:
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CastInsectSwarmAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "insect swarm", true) {}
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};
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class CastStarfireAction : public CastSpellAction
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{
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public:
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CastStarfireAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "starfire") {}
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};
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class CastEntanglingRootsAction : public CastSpellAction
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{
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public:
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CastEntanglingRootsAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "entangling roots") {}
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};
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class CastEntanglingRootsCcAction : public CastSpellAction
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{
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public:
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CastEntanglingRootsCcAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "entangling roots on cc") {}
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Value<Unit*>* GetTargetValue() override;
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bool Execute(Event event) override;
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};
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class CastHibernateAction : public CastSpellAction
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{
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public:
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CastHibernateAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "hibernate") {}
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};
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class CastHibernateCcAction : public CastSpellAction
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{
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public:
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CastHibernateCcAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "hibernate on cc") {}
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Value<Unit*>* GetTargetValue() override;
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bool Execute(Event event) override;
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};
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class CastNaturesGraspAction : public CastBuffSpellAction
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{
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public:
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CastNaturesGraspAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "nature's grasp") {}
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};
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class CastCurePoisonAction : public CastCureSpellAction
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{
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public:
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CastCurePoisonAction(PlayerbotAI* botAI) : CastCureSpellAction(botAI, "cure poison") {}
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};
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class CastCurePoisonOnPartyAction : public CurePartyMemberAction
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{
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public:
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CastCurePoisonOnPartyAction(PlayerbotAI* botAI) : CurePartyMemberAction(botAI, "cure poison", DISPEL_POISON) {}
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};
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class CastAbolishPoisonAction : public CastCureSpellAction
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{
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public:
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CastAbolishPoisonAction(PlayerbotAI* botAI) : CastCureSpellAction(botAI, "abolish poison") {}
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std::vector<NextAction> getAlternatives() override;
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};
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class CastAbolishPoisonOnPartyAction : public CurePartyMemberAction
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{
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public:
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CastAbolishPoisonOnPartyAction(PlayerbotAI* botAI) : CurePartyMemberAction(botAI, "abolish poison", DISPEL_POISON)
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{
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}
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std::vector<NextAction> getAlternatives() override;
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};
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class CastBarkskinAction : public CastBuffSpellAction
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{
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public:
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CastBarkskinAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "barkskin") {}
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};
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class CastInnervateAction : public CastSpellAction
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{
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public:
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CastInnervateAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "innervate") {}
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std::string const GetTargetName() override { return "self target"; }
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};
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class CastTranquilityAction : public CastAoeHealSpellAction
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{
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public:
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CastTranquilityAction(PlayerbotAI* botAI)
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: CastAoeHealSpellAction(botAI, "tranquility", 15.0f, HealingManaEfficiency::MEDIUM)
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{
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}
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};
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class CastNaturesSwiftnessAction : public CastBuffSpellAction
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{
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public:
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CastNaturesSwiftnessAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "nature's swiftness") {}
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};
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class CastWildGrowthOnPartyAction : public HealPartyMemberAction
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{
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public:
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CastWildGrowthOnPartyAction(PlayerbotAI* ai)
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: HealPartyMemberAction(ai, "wild growth", 15.0f, HealingManaEfficiency::VERY_HIGH)
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{
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}
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};
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class CastPartySwiftmendAction : public HealPartyMemberAction
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{
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public:
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CastPartySwiftmendAction(PlayerbotAI* ai)
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: HealPartyMemberAction(ai, "swiftmend", 15.0f, HealingManaEfficiency::MEDIUM)
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{
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}
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};
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class CastPartyNourishAction : public HealPartyMemberAction
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{
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public:
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CastPartyNourishAction(PlayerbotAI* ai) : HealPartyMemberAction(ai, "nourish", 25.0f, HealingManaEfficiency::LOW) {}
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};
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class CastDruidRemoveCurseOnPartyAction : public CurePartyMemberAction
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{
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public:
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CastDruidRemoveCurseOnPartyAction(PlayerbotAI* ai) : CurePartyMemberAction(ai, "remove curse", DISPEL_CURSE) {}
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};
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class CastInsectSwarmOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastInsectSwarmOnAttackerAction(PlayerbotAI* ai) : CastDebuffSpellOnAttackerAction(ai, "insect swarm") {}
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};
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class CastMoonfireOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastMoonfireOnAttackerAction(PlayerbotAI* ai) : CastDebuffSpellOnAttackerAction(ai, "moonfire") {}
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};
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class CastEnrageAction : public CastBuffSpellAction
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{
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public:
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CastEnrageAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "enrage") {}
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};
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class CastRejuvenationOnNotFullAction : public HealPartyMemberAction
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{
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public:
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CastRejuvenationOnNotFullAction(PlayerbotAI* ai)
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: HealPartyMemberAction(ai, "rejuvenation", 5.0f, HealingManaEfficiency::VERY_HIGH)
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{
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}
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bool isUseful() override;
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Unit* GetTarget() override;
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};
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class CastForceOfNatureAction : public CastSpellAction
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{
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public:
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CastForceOfNatureAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "force of nature") {}
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};
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#endif
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