Files
mod-playerbots/src/Ai/Base/Trigger/LootTriggers.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

41 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 "LootTriggers.h"
#include "LootObjectStack.h"
#include "Playerbots.h"
#include "ServerFacade.h"
bool LootAvailableTrigger::IsActive()
{
bool distanceCheck = false;
if (botAI->HasStrategy("stay", BOT_STATE_NON_COMBAT))
{
distanceCheck =
ServerFacade::instance().IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"), CONTACT_DISTANCE);
}
else
{
distanceCheck = ServerFacade::instance().IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"),
INTERACTION_DISTANCE - 2.0f);
}
// if loot target if empty, always pass distance check
return AI_VALUE(bool, "has available loot") &&
(distanceCheck || AI_VALUE(GuidVector, "all targets").empty());
}
bool FarFromCurrentLootTrigger::IsActive()
{
LootObject loot = AI_VALUE(LootObject, "loot target");
if (!loot.IsLootPossible(bot))
return false;
return AI_VALUE2(float, "distance", "loot target") >= INTERACTION_DISTANCE - 2.0f;
}
bool CanLootTrigger::IsActive() { return AI_VALUE(bool, "can loot"); }