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>
149 lines
3.4 KiB
C++
149 lines
3.4 KiB
C++
#pragma once
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class PlayerbotAI;
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class Player;
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class ItemTemplate;
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class Quest;
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class Creature;
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class Group;
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class BroadcastHelper
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{
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public:
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BroadcastHelper();
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public:
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enum ToChannel
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{
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TO_GUILD = 1,
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TO_WORLD = 2,
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TO_GENERAL = 3,
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TO_TRADE = 4,
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TO_LOOKING_FOR_GROUP = 5,
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TO_LOCAL_DEFENSE = 6,
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TO_WORLD_DEFENSE = 7,
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TO_GUILD_RECRUITMENT = 8
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};
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static uint8_t GetLocale();
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static bool BroadcastTest(
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PlayerbotAI* ai,
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Player* bot
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);
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static bool BroadcastToChannelWithGlobalChance(
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PlayerbotAI* ai,
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std::string message,
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std::list<std::pair<ToChannel, uint32_t>> toChannels
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);
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static bool BroadcastLootingItem(
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PlayerbotAI* ai,
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Player* bot,
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const ItemTemplate* proto
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);
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static bool BroadcastQuestAccepted(
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PlayerbotAI* ai,
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Player* bot,
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const Quest* quest
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);
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static bool BroadcastQuestUpdateAddKill(
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PlayerbotAI* ai,
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Player* bot,
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Quest const* quest,
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uint32_t availableCount,
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uint32_t requiredCount,
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std::string obectiveName
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);
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static bool BroadcastQuestUpdateAddItem(
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PlayerbotAI* ai,
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Player* bot,
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Quest const* quest,
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uint32_t availableCount,
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uint32_t requiredCount,
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const ItemTemplate* proto
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);
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static bool BroadcastQuestUpdateFailedTimer(
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PlayerbotAI* ai,
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Player* bot,
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Quest const* quest
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);
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static bool BroadcastQuestUpdateComplete(
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PlayerbotAI* ai,
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Player* bot,
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Quest const* quest
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);
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static bool BroadcastQuestTurnedIn(
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PlayerbotAI* ai,
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Player* bot,
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Quest const* quest
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);
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static bool BroadcastKill(
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PlayerbotAI* ai,
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Player* bot,
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Creature* creature
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);
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static bool BroadcastLevelup(
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PlayerbotAI* ai,
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Player* bot
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);
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static bool BroadcastGuildMemberPromotion(
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PlayerbotAI* ai,
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Player* bot,
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Player* player
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);
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static bool BroadcastGuildMemberDemotion(
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PlayerbotAI* ai,
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Player* bot,
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Player* player
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);
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static bool BroadcastGuildGroupOrRaidInvite(
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PlayerbotAI* ai,
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Player* bot,
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Player* player,
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Group* group
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);
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static bool BroadcastSuggestInstance(
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PlayerbotAI* ai,
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std::vector<std::string>& allowedInstances,
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Player* bot
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);
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static bool BroadcastSuggestQuest(
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PlayerbotAI* ai,
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std::vector<uint32>& quests,
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Player* bot
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);
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static bool BroadcastSuggestGrindMaterials(
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PlayerbotAI* ai,
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std::string item,
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Player* bot
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);
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static bool BroadcastSuggestGrindReputation(
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PlayerbotAI* ai,
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std::vector<std::string> levels,
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std::vector<std::string> allowedFactions,
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Player* bot
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);
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static bool BroadcastSuggestSell(
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PlayerbotAI* ai,
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const ItemTemplate* proto,
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uint32_t count,
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uint32_t price,
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Player* bot
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);
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static bool BroadcastSuggestSomething(
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PlayerbotAI* ai,
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Player* bot
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);
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static bool BroadcastSuggestSomethingToxic(
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PlayerbotAI* ai,
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Player* bot
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);
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static bool BroadcastSuggestToxicLinks(
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PlayerbotAI* ai,
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Player* bot
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);
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static bool BroadcastSuggestThunderfury(
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PlayerbotAI* ai,
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Player* bot
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);
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};
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