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https://github.com/mod-playerbots/mod-playerbots.git
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<!-- > [!WARNING] > **This is a DRAFT PR.** > The structure is not definitive. The code might not be optimised yet. It might not even start nor compile yet. > **Don't panic. ✋ It's going to be ok. 👌 We can make modifications, we can fix things.** 😁 --> # Description This PR aims to refactor the NextAction declaration to achieve two goals: ## Eliminate C-style sentinel arrays Currently, a double pointer (`NextAction**`) approach is being used. This an old pre-C++11 (< 2011) trick before `std::vector<>` became a thing. This approach is painful for developers because they constantly need to declare their `NextAction` arrays as: ```cpp NextAction::array(0, new NextAction("foo", 1.0f), nullptr) ``` Instead of: ```cpp { new NextAction("foo", 1.0f) } ``` The first argument of `NextAction::array` is actually a hack. It is used to have a named argument so `va_args` can find the remaining arguments. It is set to 0 everywhere but in fact does nothing. This is very confusing to people unfamiliar with this antiquated syntax. The last argument `nullptr` is what we call a sentinel. It's a `nullptr` because `va_args` is looking for a `nullptr` to stop iterating. It's also a hack and also leads to confusion. ## Eliminate unnecessary pointers for `NextAction` Pointers can be used for several reasons, to cite a few: - Indicate strong, absolute identity. - Provide strong but transferable ownership (unlike references). - When a null value is acceptable (`nullptr`). - When copy is expensive. `NextAction` meets none of these criteria: - It has no identity because it is purely behavioural. - It is never owned by anything as it is passed around and never fetched from a registry. - The only situations where it can be `nullptr` are errors that should in fact throw an `std::invalid_argument` instead. - They are extremely small objects that embark a single `std::string` and a single `float`. Pointers should be avoided when not strictly necessary because they can quickly lead to undefined behaviour due to unhandled `nullptr` situations. They also make the syntax heavier due to the necessity to constantly check for `nullptr`. Finally, they aren't even good for performance in that situation because shifting a pointer so many times is likely more expensive than copying such a trivial object. # End goal The end goal is to declare `NextAction` arrays this way: ```cpp { NextAction("foo", 1.0f) } ``` > [!NOTE] > Additional note: `NextAction` is nothing but a hacky proxy to an `Action` constructor. This should eventually be reworked to use handles instead of strings. This would make copying `NextAction` even cheaper and remove the need for the extremely heavy stringly typed current approach. Stringly typed entities are a known anti-pattern so we need to move on from those.
62 lines
1.8 KiB
C++
62 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 "DruidShapeshiftActions.h"
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#include "Playerbots.h"
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bool CastBearFormAction::isPossible()
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{
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return CastBuffSpellAction::isPossible() && !botAI->HasAura("dire bear form", GetTarget());
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}
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bool CastBearFormAction::isUseful()
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{
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return CastBuffSpellAction::isUseful() && !botAI->HasAura("dire bear form", GetTarget());
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}
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std::vector<NextAction> CastDireBearFormAction::getAlternatives()
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{
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return NextAction::merge({ NextAction("bear form") },
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CastSpellAction::getAlternatives());
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}
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bool CastTravelFormAction::isUseful()
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{
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bool firstmount = bot->GetLevel() >= 20;
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// useful if no mount or with wsg flag
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return !bot->IsMounted() && (!firstmount || (bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976))) &&
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!botAI->HasAura("dash", bot);
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}
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bool CastCasterFormAction::isUseful()
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{
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return botAI->HasAnyAuraOf(GetTarget(), "dire bear form", "bear form", "cat form", "travel form", "aquatic form",
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"flight form", "swift flight form", "moonkin form", nullptr) &&
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AI_VALUE2(uint8, "mana", "self target") > sPlayerbotAIConfig->mediumHealth;
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}
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bool CastCasterFormAction::Execute(Event event)
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{
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botAI->RemoveShapeshift();
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return true;
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}
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bool CastCancelTreeFormAction::isUseful()
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{
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return botAI->HasAura(33891, bot);
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}
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bool CastCancelTreeFormAction::Execute(Event event)
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{
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botAI->RemoveAura("tree of life");
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return true;
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}
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bool CastTreeFormAction::isUseful()
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{
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return GetTarget() && CastSpellAction::isUseful() && !botAI->HasAura(33891, bot);
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} |