Files
mod-playerbots/src/Ai/Base/Actions/GreetAction.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

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