mirror of
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.
344 lines
9.5 KiB
C++
344 lines
9.5 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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#ifndef _PLAYERBOT_DKACTIONS_H
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#define _PLAYERBOT_DKACTIONS_H
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#include "Event.h"
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#include "GenericSpellActions.h"
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class PlayerbotAI;
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class CastBloodPresenceAction : public CastBuffSpellAction
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{
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public:
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CastBloodPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blood presence") {}
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};
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class CastFrostPresenceAction : public CastBuffSpellAction
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{
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public:
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CastFrostPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "frost presence") {}
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};
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class CastUnholyPresenceAction : public CastBuffSpellAction
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{
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public:
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CastUnholyPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unholy presence") {}
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};
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class CastDeathchillAction : public CastBuffSpellAction
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{
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public:
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CastDeathchillAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "deathchill") {}
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std::vector<NextAction> getPrerequisites() override;
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};
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class CastDarkCommandAction : public CastSpellAction
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{
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public:
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CastDarkCommandAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dark command") {}
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};
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BEGIN_RANGED_SPELL_ACTION(CastDeathGripAction, "death grip")
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END_SPELL_ACTION()
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// Unholy presence
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class CastUnholyMeleeSpellAction : public CastMeleeSpellAction
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{
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public:
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CastUnholyMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) {}
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std::vector<NextAction> getPrerequisites() override;
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};
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// Frost presence
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class CastFrostMeleeSpellAction : public CastMeleeSpellAction
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{
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public:
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CastFrostMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) {}
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std::vector<NextAction> getPrerequisites() override;
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};
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// Blood presence
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class CastBloodMeleeSpellAction : public CastMeleeSpellAction
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{
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public:
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CastBloodMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) {}
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std::vector<NextAction> getPrerequisites() override;
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};
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class CastRuneStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastRuneStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rune strike") {}
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};
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class CastPestilenceAction : public CastSpellAction
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{
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public:
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CastPestilenceAction(PlayerbotAI* ai) : CastSpellAction(ai, "pestilence") {}
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ActionThreatType getThreatType() override { return ActionThreatType::None; }
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};
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class CastHowlingBlastAction : public CastSpellAction
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{
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public:
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CastHowlingBlastAction(PlayerbotAI* ai) : CastSpellAction(ai, "howling blast") {}
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};
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class CastIcyTouchAction : public CastSpellAction
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{
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public:
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CastIcyTouchAction(PlayerbotAI* ai) : CastSpellAction(ai, "icy touch") {}
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};
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class CastIcyTouchOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastIcyTouchOnAttackerAction(PlayerbotAI* botAI)
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: CastDebuffSpellOnAttackerAction(botAI, "icy touch", true, .0f)
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{
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}
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};
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// debuff ps
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class CastPlagueStrikeAction : public CastSpellAction
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{
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public:
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CastPlagueStrikeAction(PlayerbotAI* ai) : CastSpellAction(ai, "plague strike") {}
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};
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class CastPlagueStrikeOnAttackerAction : public CastDebuffSpellOnMeleeAttackerAction
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{
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public:
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CastPlagueStrikeOnAttackerAction(PlayerbotAI* botAI)
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: CastDebuffSpellOnMeleeAttackerAction(botAI, "plague strike", true, .0f)
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{
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}
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};
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// debuff
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BEGIN_DEBUFF_ACTION(CastMarkOfBloodAction, "mark of blood")
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END_SPELL_ACTION()
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class CastMarkOfBloodOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastMarkOfBloodOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "mark of blood", true)
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{
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}
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};
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class CastUnholyBlightAction : public CastBuffSpellAction
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{
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public:
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CastUnholyBlightAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unholy blight") {}
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};
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class CastSummonGargoyleAction : public CastSpellAction
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{
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public:
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CastSummonGargoyleAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "summon gargoyle") {}
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};
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class CastGhoulFrenzyAction : public CastBuffSpellAction
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{
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public:
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CastGhoulFrenzyAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "ghoul frenzy", false, 5000) {}
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std::string const GetTargetName() override { return "pet target"; }
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};
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BEGIN_MELEE_SPELL_ACTION(CastCorpseExplosionAction, "corpse explosion")
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END_SPELL_ACTION()
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BEGIN_MELEE_SPELL_ACTION(CastAntiMagicShellAction, "anti magic shell")
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END_SPELL_ACTION()
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BEGIN_MELEE_SPELL_ACTION(CastAntiMagicZoneAction, "anti magic zone")
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END_SPELL_ACTION()
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class CastChainsOfIceAction : public CastSpellAction
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{
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public:
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CastChainsOfIceAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "chains of ice") {}
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};
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class CastHungeringColdAction : public CastMeleeSpellAction
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{
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public:
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CastHungeringColdAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "hungering cold") {}
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};
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class CastHeartStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastHeartStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "heart strike") {}
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};
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class CastBloodStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastBloodStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood strike") {}
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};
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class CastFrostStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastFrostStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "frost strike") {}
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};
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class CastObliterateAction : public CastMeleeSpellAction
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{
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public:
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CastObliterateAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "obliterate") {}
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};
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class CastDeathStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastDeathStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "death strike") {}
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};
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class CastScourgeStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastScourgeStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "scourge strike") {}
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};
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class CastDeathCoilAction : public CastSpellAction
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{
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public:
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CastDeathCoilAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death coil") {}
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};
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class CastBloodBoilAction : public CastMeleeSpellAction
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{
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public:
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CastBloodBoilAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood boil") {}
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};
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class CastDeathAndDecayAction : public CastSpellAction
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{
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public:
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CastDeathAndDecayAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death and decay") {}
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// ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
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};
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class CastHornOfWinterAction : public CastSpellAction
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{
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public:
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CastHornOfWinterAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "horn of winter") {}
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};
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class CastImprovedIcyTalonsAction : public CastBuffSpellAction
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{
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public:
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CastImprovedIcyTalonsAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "improved icy talons") {}
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};
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class CastBoneShieldAction : public CastBuffSpellAction
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{
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public:
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CastBoneShieldAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "bone shield") {}
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};
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class CastDeathPactAction : public CastBuffSpellAction
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{
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public:
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CastDeathPactAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "death pact") {}
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};
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class CastDeathRuneMasteryAction : public CastBuffSpellAction
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{
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public:
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CastDeathRuneMasteryAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "death rune mastery") {}
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};
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class CastDancingRuneWeaponAction : public CastSpellAction
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{
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public:
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CastDancingRuneWeaponAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dancing rune weapon") {}
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};
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class CastEmpowerRuneWeaponAction : public CastBuffSpellAction
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{
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public:
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CastEmpowerRuneWeaponAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "empower rune weapon") {}
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};
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class CastArmyOfTheDeadAction : public CastBuffSpellAction
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{
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public:
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CastArmyOfTheDeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "army of the dead") {}
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};
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class CastRaiseDeadAction : public CastBuffSpellAction
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{
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public:
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CastRaiseDeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "raise dead") {}
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virtual bool Execute(Event event) override;
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};
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class CastKillingMachineAction : public CastBuffSpellAction
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{
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public:
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CastKillingMachineAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "killing machine") {}
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};
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class CastIceboundFortitudeAction : public CastBuffSpellAction
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{
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public:
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CastIceboundFortitudeAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "icebound fortitude") {}
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};
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class CastUnbreakableArmorAction : public CastBuffSpellAction
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{
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public:
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CastUnbreakableArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unbreakable armor") {}
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};
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class CastVampiricBloodAction : public CastBuffSpellAction
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{
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public:
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CastVampiricBloodAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "vampiric blood") {}
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};
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class CastMindFreezeAction : public CastMeleeSpellAction
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{
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public:
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CastMindFreezeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "mind freeze") {}
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};
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class CastStrangulateAction : public CastMeleeSpellAction
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{
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public:
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CastStrangulateAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "strangulate") {}
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};
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class CastMindFreezeOnEnemyHealerAction : public CastSpellOnEnemyHealerAction
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{
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public:
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CastMindFreezeOnEnemyHealerAction(PlayerbotAI* botAI) : CastSpellOnEnemyHealerAction(botAI, "mind freeze") {}
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};
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class CastRuneTapAction : public CastMeleeSpellAction
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{
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public:
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CastRuneTapAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rune tap") {}
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};
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class CastBloodTapAction : public CastMeleeSpellAction
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{
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public:
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CastBloodTapAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood tap") {}
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};
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#endif
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