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>
66 lines
1.8 KiB
C++
66 lines
1.8 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 "AcceptInvitationAction.h"
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#include "Event.h"
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#include "ObjectAccessor.h"
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#include "PlayerbotAIConfig.h"
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#include "PlayerbotSecurity.h"
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#include "Playerbots.h"
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#include "WorldPacket.h"
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bool AcceptInvitationAction::Execute(Event event)
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{
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Group* grp = bot->GetGroupInvite();
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if (!grp)
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return false;
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WorldPacket packet = event.getPacket();
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uint8 flag;
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std::string name;
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packet >> flag >> name;
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Player* inviter = ObjectAccessor::FindPlayer(grp->GetLeaderGUID());
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if (!inviter)
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return false;
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if (!botAI->GetSecurity()->CheckLevelFor(PLAYERBOT_SECURITY_INVITE, false, inviter))
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{
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WorldPacket data(SMSG_GROUP_DECLINE, 10);
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data << bot->GetName();
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inviter->SendDirectMessage(&data);
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bot->UninviteFromGroup();
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return false;
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}
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if (bot->isAFK())
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bot->ToggleAFK();
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WorldPacket p;
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uint32 roles_mask = 0;
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p << roles_mask;
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bot->GetSession()->HandleGroupAcceptOpcode(p);
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if (!bot->GetGroup() || !bot->GetGroup()->IsMember(inviter->GetGUID()))
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return false;
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if (sRandomPlayerbotMgr.IsRandomBot(bot))
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botAI->SetMaster(inviter);
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// else
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// PlayerbotRepository::instance().Save(botAI);
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botAI->ResetStrategies();
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botAI->ChangeStrategy("+follow,-lfg,-bg", BOT_STATE_NON_COMBAT);
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botAI->Reset();
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botAI->TellMaster("Hello");
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if (sPlayerbotAIConfig.summonWhenGroup && bot->GetDistance(inviter) > sPlayerbotAIConfig.sightDistance)
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{
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Teleport(inviter, bot, true);
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}
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return true;
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}
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