mirror of
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>
149 lines
3.7 KiB
C++
149 lines
3.7 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_RANGETRIGGERS_H
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#define _PLAYERBOT_RANGETRIGGERS_H
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#include "PlayerbotAIConfig.h"
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#include "Trigger.h"
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class PlayerbotAI;
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class EnemyTooCloseForSpellTrigger : public Trigger
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{
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public:
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EnemyTooCloseForSpellTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy too close for spell") {}
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bool IsActive() override;
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};
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class EnemyTooCloseForShootTrigger : public Trigger
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{
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public:
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EnemyTooCloseForShootTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy too close for shoot") {}
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bool IsActive() override;
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};
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class EnemyTooCloseForAutoShotTrigger : public Trigger
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{
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public:
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EnemyTooCloseForAutoShotTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy too close for auto shot") {}
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bool IsActive() override;
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};
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class EnemyTooCloseForMeleeTrigger : public Trigger
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{
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public:
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EnemyTooCloseForMeleeTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy too close for melee", 5) {}
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bool IsActive() override;
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};
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class EnemyIsCloseTrigger : public Trigger
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{
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public:
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EnemyIsCloseTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy is close") {}
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bool IsActive() override;
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};
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class EnemyWithinMeleeTrigger : public Trigger
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{
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public:
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EnemyWithinMeleeTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy within melee") {}
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bool IsActive() override;
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};
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class OutOfRangeTrigger : public Trigger
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{
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public:
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OutOfRangeTrigger(PlayerbotAI* botAI, std::string const name, float distance)
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: Trigger(botAI, name), distance(distance)
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{
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}
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bool IsActive() override;
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std::string const GetTargetName() override { return "current target"; }
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protected:
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float distance;
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};
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class EnemyOutOfMeleeTrigger : public OutOfRangeTrigger
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{
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public:
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EnemyOutOfMeleeTrigger(PlayerbotAI* botAI)
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: OutOfRangeTrigger(botAI, "enemy out of melee range", sPlayerbotAIConfig.meleeDistance)
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{
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}
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// bool IsActive() override;
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};
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class EnemyOutOfSpellRangeTrigger : public OutOfRangeTrigger
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{
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public:
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EnemyOutOfSpellRangeTrigger(PlayerbotAI* botAI);
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};
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class PartyMemberToHealOutOfSpellRangeTrigger : public OutOfRangeTrigger
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{
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public:
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PartyMemberToHealOutOfSpellRangeTrigger(PlayerbotAI* botAI);
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bool IsActive() override;
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std::string const GetTargetName() override { return "party member to heal"; }
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};
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class FarFromMasterTrigger : public Trigger
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{
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public:
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FarFromMasterTrigger(PlayerbotAI* botAI, std::string const name = "far from master", float distance = 12.0f,
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int32 checkInterval = 50)
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: Trigger(botAI, name, checkInterval), distance(distance)
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{
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}
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bool IsActive() override;
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private:
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float distance;
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};
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class OutOfReactRangeTrigger : public FarFromMasterTrigger
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{
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public:
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OutOfReactRangeTrigger(PlayerbotAI* botAI) : FarFromMasterTrigger(botAI, "out of react range", 50.0f, 5) {}
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};
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class TooCloseToCreatureTrigger : public Trigger
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{
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public:
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TooCloseToCreatureTrigger(PlayerbotAI* ai) : Trigger(ai, "too close to creature trigger") {}
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bool TooCloseToCreature(uint32 creatureId, float range, bool alive = true);
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};
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class TooCloseToPlayerWithDebuffTrigger : public Trigger
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{
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public:
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TooCloseToPlayerWithDebuffTrigger(PlayerbotAI* ai) : Trigger(ai, "too cloose to player with debuff trigger") {}
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bool TooCloseToPlayerWithDebuff(uint32 spellId, float range);
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};
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class TooFarFromPlayerWithAuraTrigger : public Trigger
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{
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public:
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TooFarFromPlayerWithAuraTrigger(PlayerbotAI* ai) : Trigger(ai, "too far from player with aura trigger") {}
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bool TooFarFromPlayerWithAura(uint32 spellId, float range, bool selfInclude = false);
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};
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#endif
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