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>
43 lines
1.3 KiB
C++
43 lines
1.3 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 "GreetAction.h"
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#include "Event.h"
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#include "Playerbots.h"
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GreetAction::GreetAction(PlayerbotAI* botAI) : Action(botAI, "greet") {}
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bool GreetAction::Execute(Event event)
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{
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ObjectGuid guid = AI_VALUE(ObjectGuid, "new player nearby");
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if (!guid || !guid.IsPlayer())
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return false;
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Player* player = dynamic_cast<Player*>(botAI->GetUnit(guid));
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if (!player)
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return false;
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if (!bot->HasInArc(CAST_ANGLE_IN_FRONT, player, sPlayerbotAIConfig.sightDistance))
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bot->SetFacingToObject(player);
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ObjectGuid oldSel = bot->GetTarget();
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bot->SetTarget(guid);
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// bot->HandleEmote(EMOTE_ONESHOT_WAVE);
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botAI->PlayEmote(TEXT_EMOTE_HELLO);
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bot->SetTarget(oldSel);
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GuidSet& alreadySeenPlayers = botAI->GetAiObjectContext()->GetValue<GuidSet&>("already seen players")->Get();
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alreadySeenPlayers.insert(guid);
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GuidVector nearestPlayers = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest friendly players")->Get();
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for (ObjectGuid const guid : nearestPlayers)
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{
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alreadySeenPlayers.insert(guid);
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}
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return true;
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}
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