Files
mod-playerbots/src/Util/ServerFacade.cpp
bashermens 13fff46fa0 Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)
# 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>
2026-01-30 21:49:37 +01:00

80 lines
2.2 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "ServerFacade.h"
#include "Player.h"
#include "TargetedMovementGenerator.h"
float ServerFacade::GetDistance2d(Unit* unit, WorldObject* wo)
{
ASSERT_NOTNULL(unit);
ASSERT_NOTNULL(wo);
float dist = unit->GetDistance2d(wo);
return std::round(dist * 10.0f) / 10.0f;
}
float ServerFacade::GetDistance2d(Unit* unit, float x, float y)
{
float dist = unit->GetDistance2d(x, y);
return std::round(dist * 10.0f) / 10.0f;
}
bool ServerFacade::IsDistanceLessThan(float dist1, float dist2)
{
// return dist1 - dist2 < sPlayerbotAIConfig.targetPosRecalcDistance;
return dist1 < dist2;
}
bool ServerFacade::IsDistanceGreaterThan(float dist1, float dist2)
{
// return dist1 - dist2 > sPlayerbotAIConfig.targetPosRecalcDistance;
return dist1 > dist2;
}
bool ServerFacade::IsDistanceGreaterOrEqualThan(float dist1, float dist2) { return !IsDistanceLessThan(dist1, dist2); }
bool ServerFacade::IsDistanceLessOrEqualThan(float dist1, float dist2) { return !IsDistanceGreaterThan(dist1, dist2); }
void ServerFacade::SetFacingTo(Player* bot, WorldObject* wo, bool force)
{
if (!bot)
return;
float angle = bot->GetAngle(wo);
// if (!force && bot->isMoving())
// bot->SetFacingTo(bot->GetAngle(wo));
// else
// {
bot->SetOrientation(angle);
if (!bot->IsRooted())
bot->SendMovementFlagUpdate();
// }
}
Unit* ServerFacade::GetChaseTarget(Unit* target)
{
MovementGenerator* movementGen = target->GetMotionMaster()->top();
if (movementGen && movementGen->GetMovementGeneratorType() == CHASE_MOTION_TYPE)
{
if (target->IsPlayer())
{
return static_cast<ChaseMovementGenerator<Player> const*>(movementGen)->GetTarget();
}
return static_cast<ChaseMovementGenerator<Creature> const*>(movementGen)->GetTarget();
}
return nullptr;
}
void ServerFacade::SendPacket(Player* player, WorldPacket* packet)
{
player->GetSession()->SendPacket(packet);
}