mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-03 19:03:49 +00:00
# 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>
200 lines
5.3 KiB
C++
200 lines
5.3 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.
|
|
*/
|
|
|
|
#ifndef _PLAYERBOT_HEALTHTRIGGERS_H
|
|
#define _PLAYERBOT_HEALTHTRIGGERS_H
|
|
|
|
#include <stdexcept>
|
|
|
|
#include "PlayerbotAIConfig.h"
|
|
#include "Trigger.h"
|
|
|
|
class PlayerbotAI;
|
|
|
|
class ValueInRangeTrigger : public Trigger
|
|
{
|
|
public:
|
|
ValueInRangeTrigger(PlayerbotAI* botAI, std::string const name, float maxValue, float minValue)
|
|
: Trigger(botAI, name), maxValue(maxValue), minValue(minValue)
|
|
{
|
|
}
|
|
|
|
virtual float GetValue() = 0;
|
|
bool IsActive() override
|
|
{
|
|
float value = GetValue();
|
|
return value < maxValue && value >= minValue;
|
|
}
|
|
|
|
protected:
|
|
float maxValue, minValue;
|
|
};
|
|
|
|
class HealthInRangeTrigger : public ValueInRangeTrigger
|
|
{
|
|
public:
|
|
HealthInRangeTrigger(PlayerbotAI* botAI, std::string const name, float maxValue, float minValue = 0)
|
|
: ValueInRangeTrigger(botAI, name, maxValue, minValue)
|
|
{
|
|
}
|
|
|
|
bool IsActive() override;
|
|
float GetValue() override;
|
|
};
|
|
|
|
class LowHealthTrigger : public HealthInRangeTrigger
|
|
{
|
|
public:
|
|
LowHealthTrigger(PlayerbotAI* botAI, std::string const name = "low health",
|
|
float value = sPlayerbotAIConfig.lowHealth, float minValue = 0)
|
|
: HealthInRangeTrigger(botAI, name, value, minValue)
|
|
{
|
|
}
|
|
|
|
std::string const GetTargetName() override { return "self target"; }
|
|
};
|
|
|
|
class CriticalHealthTrigger : public LowHealthTrigger
|
|
{
|
|
public:
|
|
CriticalHealthTrigger(PlayerbotAI* botAI)
|
|
: LowHealthTrigger(botAI, "critical health", sPlayerbotAIConfig.criticalHealth, 0)
|
|
{
|
|
}
|
|
};
|
|
|
|
class MediumHealthTrigger : public LowHealthTrigger
|
|
{
|
|
public:
|
|
MediumHealthTrigger(PlayerbotAI* botAI)
|
|
: LowHealthTrigger(botAI, "medium health", sPlayerbotAIConfig.mediumHealth, 0)
|
|
{
|
|
}
|
|
};
|
|
|
|
class AlmostFullHealthTrigger : public LowHealthTrigger
|
|
{
|
|
public:
|
|
AlmostFullHealthTrigger(PlayerbotAI* botAI)
|
|
: LowHealthTrigger(botAI, "almost full health", sPlayerbotAIConfig.almostFullHealth,
|
|
sPlayerbotAIConfig.mediumHealth)
|
|
{
|
|
}
|
|
};
|
|
|
|
class PartyMemberLowHealthTrigger : public HealthInRangeTrigger
|
|
{
|
|
public:
|
|
PartyMemberLowHealthTrigger(PlayerbotAI* botAI, std::string const name = "party member low health",
|
|
float value = sPlayerbotAIConfig.lowHealth,
|
|
float minValue = 0)
|
|
: HealthInRangeTrigger(botAI, name, value, minValue)
|
|
{
|
|
}
|
|
|
|
std::string const GetTargetName() override { return "party member to heal"; }
|
|
};
|
|
|
|
class PartyMemberCriticalHealthTrigger : public PartyMemberLowHealthTrigger
|
|
{
|
|
public:
|
|
PartyMemberCriticalHealthTrigger(PlayerbotAI* botAI)
|
|
: PartyMemberLowHealthTrigger(botAI, "party member critical health", sPlayerbotAIConfig.criticalHealth, 0)
|
|
{
|
|
}
|
|
};
|
|
|
|
class PartyMemberMediumHealthTrigger : public PartyMemberLowHealthTrigger
|
|
{
|
|
public:
|
|
PartyMemberMediumHealthTrigger(PlayerbotAI* botAI)
|
|
: PartyMemberLowHealthTrigger(botAI, "party member medium health", sPlayerbotAIConfig.mediumHealth,
|
|
0)
|
|
{
|
|
}
|
|
};
|
|
|
|
class PartyMemberAlmostFullHealthTrigger : public PartyMemberLowHealthTrigger
|
|
{
|
|
public:
|
|
PartyMemberAlmostFullHealthTrigger(PlayerbotAI* botAI)
|
|
: PartyMemberLowHealthTrigger(botAI, "party member almost full health", sPlayerbotAIConfig.almostFullHealth,
|
|
0)
|
|
{
|
|
}
|
|
};
|
|
|
|
class TargetLowHealthTrigger : public HealthInRangeTrigger
|
|
{
|
|
public:
|
|
TargetLowHealthTrigger(PlayerbotAI* botAI, float value, float minValue = 0)
|
|
: HealthInRangeTrigger(botAI, "target low health", value, minValue)
|
|
{
|
|
}
|
|
|
|
std::string const GetTargetName() override { return "current target"; }
|
|
};
|
|
|
|
class TargetCriticalHealthTrigger : public TargetLowHealthTrigger
|
|
{
|
|
public:
|
|
TargetCriticalHealthTrigger(PlayerbotAI* botAI) : TargetLowHealthTrigger(botAI, 20) {}
|
|
};
|
|
|
|
class PartyMemberDeadTrigger : public Trigger
|
|
{
|
|
public:
|
|
PartyMemberDeadTrigger(PlayerbotAI* botAI) : Trigger(botAI, "resurrect", 1 * 1000) {}
|
|
|
|
std::string const GetTargetName() override { return "party member to resurrect"; }
|
|
bool IsActive() override;
|
|
};
|
|
|
|
class CombatPartyMemberDeadTrigger : public Trigger
|
|
{
|
|
public:
|
|
CombatPartyMemberDeadTrigger(PlayerbotAI* ai) : Trigger(ai, "combat party member to resurrect", 1) {}
|
|
std::string const GetTargetName() override { return "party member to resurrect"; }
|
|
bool IsActive() override;
|
|
};
|
|
|
|
class DeadTrigger : public Trigger
|
|
{
|
|
public:
|
|
DeadTrigger(PlayerbotAI* botAI) : Trigger(botAI, "dead") {}
|
|
|
|
std::string const GetTargetName() override { return "self target"; }
|
|
bool IsActive() override;
|
|
};
|
|
|
|
class AoeHealTrigger : public Trigger
|
|
{
|
|
public:
|
|
AoeHealTrigger(PlayerbotAI* botAI, std::string const name, std::string const type, int32 count)
|
|
: Trigger(botAI, name), count(count), type(type)
|
|
{
|
|
} // reorder args - whipowill
|
|
bool IsActive() override;
|
|
|
|
protected:
|
|
int32 count;
|
|
std::string const type;
|
|
};
|
|
|
|
class AoeInGroupTrigger : public Trigger
|
|
{
|
|
public:
|
|
AoeInGroupTrigger(PlayerbotAI* ai, std::string name, std::string type)
|
|
: Trigger(ai, name), type(type)
|
|
{
|
|
}
|
|
bool IsActive() override;
|
|
|
|
protected:
|
|
std::string type;
|
|
};
|
|
|
|
#endif
|