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